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Messages - InternetExplorer

#1
Quote from: Darky Shiranui on November 23, 2013, 03:00:31 PM
Question: If I can't convert sawndz to .bnk files anymore do I just put the .sawnd file in the sfx folder?

Post Merge: November 23, 2013, 03:04:59 PM

Quote from: Darky Shiranui on November 23, 2013, 03:00:31 PM
Question: If I can't convert sawndz to .bnk files anymore do I just put the .sawnd file in the sfx folder?

Note: I also put 24.sawnd for zelda which is her skyward sword voice in the sfx but it wasn't read.

Update your code to the latest version, v1.20
#2
Go ahead, no reason for me to stop you.
#3
Quote from: Diddy Kong on November 16, 2013, 02:35:54 AM
wait are the IDs in HEX or DECIMAL? i see problems happening here with people
Decimal.
#4
Sorry for inconveniencing those who previously used .bnk files, but at this point it's definitely best to simply get away from them as .sawnd is a better standard.
#5
Quote from: itsameluigi1290 on September 30, 2013, 03:03:21 PM
I'm having a problem. The hacks I downloaded came with .BNK files as opposed to .SAWND files, and when I clicked "create .BNK", it says, "RSBE v1.20 does not support .BNK files; you should use .SAWND files instead". Is there any way to convert .BNK files to .SAWND files instead? Or is there a different solution?

I switched from .bnk to .sawnd because no such flexibility or conversion exists for .bnk files. You should ask whoever put the soundbanks together to provide .sawnd files instead.
#6
Quote from: Ghostly on September 24, 2013, 03:11:23 AM
Well, there's a problem. When I reach the Wii Strap screen, it just freezes. I renamed the .sawndz and everything :/ .
What soundbank are you replacing? It's probably a file size limit issue.
#7
Quote from: Ghostly on September 24, 2013, 02:33:57 AM
I has a question. If I already have a .sawndz file, then I just put it in the sfx folder after using that code, will it work?
Yes.
Quote from: FitSegtendo03.pac on September 24, 2013, 02:57:17 AM
I remember when I replaced G&W's sounds with the Paper Mario sounds, it screwed up my Falco slot, for some reason. It's cuz their sound groups are next to each other in the BRSAR.
The new version might handle this properly.
#8
Sawnd files have some additional information that can be used to import them back into Super Sawndz, and they more accurately parse the group data relocation group. It's also more standardized as they've been around for years now.
#9
If you have trouble with my uploaded copy then try the standard version of Super Sawndz and see if that works. http://forums.kc-mm.com/Gallery/BrawlView.php?Number=27683

The only difference is that mine still supports .bnk files (just in case) and it automatically correctly names the file for you.
#10
I just updated RSBE to v1.20. This version supports native .sawnd files and does not support .bnk files. I highly recommend you update, and .bnk files are now obsolete.
#11
Just updated Super Sawndz to natively create .bnk files rather than rely on the Python module. Functionally it's the exact same but it might be faster and more reliable.

.bnk files might not preserve enough information to be able to insert them back into the BRSAR, but I'll probably look into this and see if it's possible. For the time being, I recommend packaging your SFX files with both a .bnk and a .sawnd for the convenience of the user.

Post Merge: September 21, 2013, 04:20:18 PM

Disregard the last post. I rewrote RSBE to natively use .sawnd files, so .bnk files will soon be obsolete. I need to perform extensive testing to make sure it's stable, but I'll update the code pretty soon.
#12
Quote from: agoaj on September 18, 2013, 03:47:17 PM
How easy was my code? This is the first time someone else has ever done something with it.

I barely touched it, really. I had the .bnk creator written in Python already so I took the (extremely) lazy route and compiled it to a .exe and hooked it in, similar to how Sawndz was hooked. I could have rewritten it in C#, but it's been sitting around for a long time so I was afraid of forgetting how some things worked and spending hours debugging.
#13
Quote from: Legend of Jesse on July 26, 2013, 06:31:50 PM
ok kool any idea where i can get them? (i got no clue) :P

Post Merge: July 26, 2013, 06:39:13 PM

also... is it safe to leave the smashbros_sound.brsar in the sound folder? or does it even matter? cause if it doesn't matter im gonna take it out (safe space on sd card ya know) :P
It doesn't matter where you keep the brsar.
soundconv.exe is part of the Nintendo SDK and so I'm not allowed to provide directions on where to find it.
#14
Quote from: Legend of Jesse on July 26, 2013, 06:28:15 PMwhat do i do from here?

You need this files which I haven't included: sndconv.exe, dsptool.dll, soundfile.dll
#15
Quote from: Legend of Jesse on July 26, 2013, 06:15:51 PM
-.- oh........ ok.... looking in super sawnds... how can you replace them? i don't see a replace button anywhere...
Browse and insert.