Title: File Patch Code 4.1 release Post by: PyotrLuzhin on June 15, 2016, 09:40:38 PM Here it is, folks. I've finally finished SD Card BRSAR loading. 4.5's coming soon ;)
NOTE: YOU MUST BE ON AXNEXTFRAME FOR THIS TO WORK - NO EXCEPTIONS Brawl Version: PM Version: Title: Re: File Patch Code 4.1 release Post by: Lone Devil on June 15, 2016, 10:11:31 PM (http://img.ifcdn.com/images/509c3d96e339c8fd9b62e3669bd7c50c28cd8a85cee037bea8f0ac583ec81afa_3.jpg)
Time to try this out. Title: Re: File Patch Code 4.1 release Post by: squeakyboots13 on June 15, 2016, 10:46:39 PM Can I ask what makes this different from the previous file patch codes?
Edit: Nevermind. I got BRSAR mixed up with SAWND files. Title: Re: File Patch Code 4.1 release Post by: Afterthought on June 15, 2016, 10:55:46 PM So we'd have to keep the new soundbanks we make in the .brsar, instead of extracting them as .sawnds? I guess that also means injecting pre-existing .sawnds too if we wanna keep whichever sfx mods we all have in use.
Title: Re: File Patch Code 4.1 release Post by: Segtendo on June 15, 2016, 11:20:51 PM Wow.
Uh. Didn't see this coming. Title: Re: File Patch Code 4.1 release Post by: PyotrLuzhin on June 15, 2016, 11:21:10 PM So we'd have to keep the new soundbanks we make in the .brsar, instead of extracting them as .sawnds? I guess that also means injecting pre-existing .sawnds too if we wanna keep whichever sfx mods we all have in use. Exactly. I may make SuperSawndz compatible with this code in the future, but for now, just stick with putting the BRSAR on the SD in the /sound folderTitle: Re: File Patch Code 4.1 release Post by: Ebola16 on June 16, 2016, 02:54:38 AM Cool!
Post Merge: June 16, 2016, 04:18:52 AM Actually I just tested Brawl's FPC4.1 with Brawlex on Dolphin 4.0-9433. I have no smashbros_sound.brsar on my SD card but I did replace my smashbros_sound.brsar with an edited one on my .iso to redirect final smash SEQ entries to .brstrm files. The announcer is missing when a game mode is chosen and invalid reads pop up when a chosen character's name should be announced. Title: Re: File Patch Code 4.1 release Post by: Tiberious on June 16, 2016, 08:02:44 AM So, will this version of FPC load files from SD even if they didn't originally exist on the disc beforehand?
I'd hate to have to rebuild my image every time to properly add a new brstm file into smashbros_sound.brsar. I'm using FPC 3.5.1 at the moment, and in order to get a unique victory fanfare for Bowser (to test adding new entries into the brsar), I had to build a new ISO with a dummy copy of the file to be patched in it, and then transfer it to my USB drive. Let's just say that wasn't very fun, and I'd kinda like to not have to repeat that experience again. Title: Re: File Patch Code 4.1 release Post by: Don Jon Bravo on June 19, 2016, 08:52:47 AM Wats to be included in the 4.5 version?
Title: Re: File Patch Code 4.1 release Post by: Simple mod tester on June 30, 2016, 02:57:59 AM alrighty then
Title: Re: File Patch Code 4.1 release Post by: wiiztec on June 30, 2016, 08:32:55 AM NOTE: YOU MUST BE ON AXNEXTFRAME FOR THIS TO WORK - NO EXCEPTIONS Even beyond startup? PM has a code to switch to VBI after startup to greatly reduce lag, AXNextFrame runs the codehandler 6-7 times per frame and VBI only once Title: Re: File Patch Code 4.1 release Post by: Brightshadow360 on July 14, 2016, 07:08:51 PM Might we get a changelog? What exactly does this new code provide? do we still need the replacment soundbank engine code? What codes are rendered obsolete and what is new compared to 3.5?
Title: Re: File Patch Code 4.1 release Post by: Dustinvgmaster on July 16, 2016, 05:52:00 PM Even beyond startup? PM has a code to switch to VBI after startup to greatly reduce lag, AXNextFrame runs the codehandler 6-7 times per frame and VBI only once Sadly, unless I'm missing something, it seems so. Using this code with the Project M launcher results in frequent (if inconsistent) crashes.It's a shame because it means I'll either have to remain on the older version of the code or downgrade to a 2 GB card. Title: Re: File Patch Code 4.1 release Post by: UmbraVivens on August 11, 2016, 09:43:54 AM Exactly. I may make SuperSawndz compatible with this code in the future well, that explains my frustration. btw, do i have to add this code to my gct or merge the code with GCT Fusionizer? edit: tested by removing the FPC 3.5.1 code from my PM gct to add this new version, and it does load the brsar file, the only issue is that my BRSTM files are loaded from the original game instead, did i do something wrong? Title: Re: File Patch Code 4.1 release Post by: BlackJax96 on August 21, 2016, 08:22:15 PM Here (https://www.dropbox.com/s/c1m7pd3nqnlmbji/RSARSawndzPatcher.zip?dl=0)'s a tool I wrote that you can use to patch the default RSAR with sawnd files for use with FPC 4.1.
Load the DEFAULT rsar (won't work on an rsar that's been rebuilt already with the latest brawlbox, because Sawndz/SuperSawndz doesn't support that) and all the sawnd files you want to put back into it and click patch. It's been tested with a variety of sawnd files so if it crashes, it probably means one of the sawnd files was corrupt or the rsar was not the default one. After that, you can use Brawlbox v0.77 to add more sounds and whatnot without the sounds originally stored in sawndz files going silent or whatever. I believe the biggest demand for this tool was so new sounds could be added to Project M without problems. Title: Re: File Patch Code 4.1 release Post by: Segtendo on August 21, 2016, 10:39:07 PM After I leave Brawl mods.
Characters can finally have their own sawnd files. Title: Re: File Patch Code 4.1 release Post by: Brightshadow360 on September 04, 2016, 01:15:50 PM I'm not clear on how this gives us the ability to give characters their own sounds. Can i use this code so that goku has his sfx without replacing pits sounds? Can we finaly add new sound banks or is this just an alternative to using sawnd files?
Title: Re: File Patch Code 4.1 release Post by: Sirkura on September 04, 2016, 03:03:28 PM I'm not clear on how this gives us the ability to give characters their own sounds. Can i use this code so that goku has his sfx without replacing pits sounds? Can we finaly add new sound banks or is this just an alternative to using sawnd files? you can add new sounds without replacing any. but iirc you need an iso to do it currently. you have to add the new entries to the original bsar file, then you can replace them on an SD card at any time to replace said file. i also think you need a clean bsar file as the sawnds program will not be compatible with the new entries. i could be wrong about that. anyone have more info? i havent gotten a chance to play with this much yet. possibly correct miss information? Title: Re: File Patch Code 4.1 release Post by: Ebola16 on September 07, 2016, 06:37:15 AM Has anyone else tested this with Brawlex (without Project M integration)?
Title: Re: File Patch Code 4.1 release Post by: Zarks on September 07, 2016, 10:56:35 AM Has anyone else tested this with Brawlex (without Project M integration)? I can test just help me a bit :) Title: Re: File Patch Code 4.1 release Post by: CraptainFalcon on September 11, 2016, 09:36:34 AM Wait so, when we put the BRSAR in the /sound folder do we still keep our sawnd files in the sfx folder? Are they rendered useless?
Title: Re: File Patch Code 4.1 release Post by: ASF1nk on September 11, 2016, 01:20:56 PM you can add new sounds without replacing any. but iirc you need an iso to do it currently. you have to add the new entries to the original bsar file, then you can replace them on an SD card at any time to replace said file. i also think you need a clean bsar file as the sawnds program will not be compatible with the new entries. i could be wrong about that. anyone have more info? i havent gotten a chance to play with this much yet. possibly correct miss information? You do not need the BRSAR in the ISO for SFX; ONLY for adding NEW music [external references/brstms]. You can basically create your own soundbanks and RWSD entries using latest BrawlBox. Keep in mind the SFX IDs of new sounds might be offset by "1" if created in new banks. Also there's currently a bug where interactions with Bosses freeze; this includes Boss Battles, Master Hand in Classic modes, and possibly SSE. Wait so, when we put the BRSAR in the /sound folder do we still keep our sawnd files in the sfx folder? Are they rendered useless? When using this the SFX folder becomes obsolete. Title: Re: File Patch Code 4.1 release Post by: Segtendo on September 11, 2016, 05:29:46 PM I should really give this a try sometime when I'm not modding Smash Wii U. Seems like how that game handles multiple voices (just reworked copies of the original files).
Title: Re: File Patch Code 4.1 release Post by: Zarks on September 12, 2016, 11:25:37 AM how can i replace it on Project M ?
Title: Re: File Patch Code 4.1 release Post by: Ebola16 on September 14, 2016, 04:19:18 PM You do not need the BRSAR in the ISO for SFX; ONLY for adding NEW music [external references/brstms]. You can basically create your own soundbanks and RWSD entries using latest BrawlBox. Keep in mind the SFX IDs of new sounds might be offset by "1" if created in new banks. Also there's currently a bug where interactions with Bosses freeze; this includes Boss Battles, Master Hand in Classic modes, and possibly SSE. When using this the SFX folder becomes obsolete. Title: Re: File Patch Code 4.1 release Post by: HaloFanODST on September 14, 2016, 06:44:24 PM Ok. Let me guess:
This new version of the code will allow us to use SFX mods directly from the BRSAR? Does that mean we can have SFX for clone characters without even replacing another's or what? I'm soooo confused lol. Title: Re: File Patch Code 4.1 release Post by: CraptainFalcon on October 02, 2016, 09:19:16 PM Yeah, I'm guessing that sounds are loaded directly from the BRSAR. I haven't tried this out yet tho.
And a general question for anyone reading and knows what this does, SO WE CAN ADD NEW SOUNDS TO THE BRSAR AND GET OUR CLONES TO USE IT? HOW DO I DO THAT? AND WHAT'S WITH THIS RWSD ENTRIES? Title: Re: File Patch Code 4.1 release Post by: Leon Exodio on October 02, 2016, 10:02:46 PM what so we can add sfx files or we can finally use the smashbros_sound.brsar in gecko im lost lol
Title: Re: File Patch Code 4.1 release Post by: CraptainFalcon on October 03, 2016, 08:04:30 PM Yeah you can use smashbros_sound with gecko now. What I'm not sure about is how you add new sfx files to the brsar
Title: Re: File Patch Code 4.1 release Post by: Ricky (Br3) on October 04, 2016, 01:37:32 PM I'm not quite sure how this works. From what I gathered, you can add new SFX to smashbros_sound.brsar? And then link to that new stuff within Brawlbox?
On the other hand, is there any code currently avaliable that conflicts with this or it is safe to use with other codes? Title: Re: File Patch Code 4.1 release Post by: UmbraVivens on October 04, 2016, 03:19:56 PM I'm not quite sure how this works. From what I gathered, you can add new SFX to smashbros_sound.brsar? And then link to that new stuff within Brawlbox? when i tried this out for my PM build, it stopped reading my BRSTMs, it loaded the original Brawl ones instead, that was the only tidbit i haven't found the explanation of, but i've already asked about it in this same threadOn the other hand, is there any code currently avaliable that conflicts with this or it is safe to use with other codes? Title: Re: File Patch Code 4.1 release Post by: dusty22 on October 09, 2016, 04:11:22 PM So uh, did the author ever explicitly answer what this actually does?
Title: Re: File Patch Code 4.1 release Post by: Don Jon Bravo on October 09, 2016, 07:04:18 PM basically u can use the whole sound brsar instead of seperate sfx
this makes it so u dont use IEs code and u can edit sounds that were not able to edit before now because IEs code only allowed sfx editing Title: Re: File Patch Code 4.1 release Post by: UmbraVivens on October 10, 2016, 03:44:23 PM basically u can use the whole sound brsar instead of seperate sfx but why does the game stop loading my BRSTMs folder when i add this code?this makes it so u dont use IEs code and u can edit sounds that were not able to edit before now because IEs code only allowed sfx editing Title: Re: File Patch Code 4.1 release Post by: HyperHandCRazy on October 10, 2016, 04:36:40 PM How do you add new sounds
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