This might be because part of your file path has a space in it ("Program Files"). Try moving it up, out of Program Files and onto the root of the C drive. (The space in "Local Disk" shouldn't matter, since that's just a name for the drive; the actual path would be C:\BrawlMusicTool)
If that doesn't fix it... are you sure you're using the version of the tool I have in the guide? I've never had any trouble with it.
But I'm pretty sure it's the file path thing.
Oh sweet, so there wasn't much wrong with it? Curse my inability to follow fine detail! I'll try that and update on any changes. Thanks!
EDIT: It worked! I now have a working .brstm with custom loops! Thanks so much for your help! EDIT EDIT: That first EDIT was before I tested it in BrawlBox. I put it into BrawlBox, and it played W23 (Which I believe was the Multi-Man Melee theme from SSBM) instead of my song. In other words, I failed. AGAIN.
Need help, Plz!
EDIT EDIT EDIT: Never mind I got it. Turns out I was using the mono files from W23.brstm instead of my own because I didn't change the name...
Could you post a screencap of what you see when you get this error? Include what the root of the music tool folder looks like at the time, too. (Just to be clear, when I say "root of the music tool folder," I mean this: )
Yeah, sure. And sorry for the REALLY late reply...
1. Typed in 'B' for Stereo.
2. Typing in the song name, W23.
3. After pressing enter once I had finished editing the .wav files, I get this.
4. Yet it asks me to carry on...? K, so I type in what was in my 2nd Calculator.
5. WTF DOES THAT MEAN!?
6. WHAT!??! YOU FAILED AND THERE'S STILL A FILE!?!?
This is what my folder looks like, as you requested to see.
Please help. This is the last thing I have to do to get a working .brstm...
i like it, but sadly, i won't be getting it since it looks a bit overpowered and i'm sure my buds will spam the down taunt, good job though
Can't please 'em all, eh? I'm going to nerf that definitely. I thought of increasing the cooldown time when my friend tested it and went mad with the taunt attack.
Oh, and it's not that overpowered. The attacks have only been ramped up by 3-7% each. The smashes have 6-7% added on and the basic attacks, about 3-5 each. Although, the knockback might be an issue...it's mostly only the smashes, but the extra knockback does pack quite a punch.
Still, at least test it, then let me know exactly what needs changing, because I can't make it better off of assumptions alone, now can I?
After days of work, figuring out what goes well where and what doesn't, how things work, and the extensive trial-and-error that came with my limited knowledge of how to use PSA, Alpha Mario is finally complete.
Alpha Mario is my own personal powered-up version of the mustached plumber. It's nothing big, I'm sure most of the Pro PSAers will see but, being the noob, I feel that I have done well to design and create this new and improved Mario.
Okay, Let's get started, shall we?
(Click for awesome pictures and info!)
All the while Alpha Mario isn't performing an attack, being attacked/ grabbed or performing an evasive maneuver, he will constantly be 'on fire'. I designed this to be an aura, and I think it turned out ok. This also applies to walk, jumping (He has 5 jumps) and falling from special attacks. It deactivates when he is taking damage, falling from a launcher attack, or has been grabbed.
A, A, A All of the attacks have been made stronger. Just saying now so that I don't have to keep repeating myself Red lightning has been given to his A combo, and it now deals lightning damage. (Seems fitting, no?)
Dash Attack The dash attack delivers a small amount of aura damage to the foe.
Stronger attacks Side A We all know that the Side A has 3 different levels. So I gave Mario 3 different elements. Tilting straight forward will give the attack fire damage.
Tilting up slightly will give the attack a lighting effect.
Tilting down slightly adds ice to the move.
Up A Up A has a lightning effect now. Seeing as Up A is a high attack, it is closer to the sky right? So a lightning strike seemed very fitting.
Down A Down A is now an ice move, with the possibility to freeze your foes.
Smash Attacks Forward Smash The original puff of fire that Mario would normally give off seemed a little bit weak to me, now that I understand the wonders of the PSA program. The knockback has greatly increased, and is likely to kill at low-ish percentages. I think this should be appropriate...
Up Smash To go with Mario's Up A attack, a stronger lightning attack was in order, I think. This attack delivers a lightning storm around Mario that is likely to K.O your opponents at low percentages, say around 70-85% for mid-weight characters such as Sonic or Marth.
Down Smash The breakdancing deserved an update worthy of being called part of Alpha Mario's moveset. Each kick gives off a large aura burst dealing aura damage as well. (It looks a lot better in the game though.)
Aerial Moves Neutral Air Against an aerial opponent, this attack just does damage and some decent knockback. Against a grounded opponent, this attack stuns the opponent with the same effect as a broken shield.
Forward Air With his newfound powers, Mario has discovered that he can smite his foes to the depths of the abyss with the powers of darkness...yeah, a spike with darkness attributes.
Back Air The back air attack now has massive knockback compared to what it was, and deals fire damage.
Down Air It now deals aura damage with each hit, and the flares swirl as he spins.
Up Air Up air now has ice attributes and a lot more knockback than the original attack.
Specials
Neutral Special The fireball hasn't changed in itself, but Mario's powers allow him to launch them as fast as he possibly can. In other words, its a semi-auto fireball launcher.
Up Special Alpha Mario doesn't want coins, he just wants pure ownage. Each hit deals lightning damage on the way up.
Recovery
Quick The quick recovery move (under 100% damage) has been upgraded to a fire kick...
Slow ...while the slow recovery attack deals darkness damage and has a larger hitbox and knockback.
The DOWN TAUNT You may be wondering why this is in big and important letters. You may also be wondering why this picture has it's own spoiler box. You might even be wondering why I'm stalling and not just telling you what this is.
It's all because of the fact that this is my pièce de résistance, the cream of the crop, the pick of the litter....
BOOM! Pretty damn cool I'd say. This attack, while doing 4 damage at the most, hits any character from anywhere on the stage (even from opposite ends of the 'Temple' Melee stage!). It also has decent knockback that sends the character straight up. Even if you were close to Mario while he was performing this attack, it wouldn't matter, because he has an intangible state while he is in this animation, so you couldn't hit him if you tried. I hope you all like this, because it took a while to figure out what was wrong with it. Then I realized that it was because one of the ending timers started before the offensive hitboxes actually appeared.
I don't know if this has already been asked, but how do you get the 'non-external' GFX to work?
Not to be confused with Flags.
For example, I wish to add a 'Red Lightning' GFX (GFX Id is 85) to the first 2 punches of Mario's AAA combo. Then I want to add a multi hit attack to the kick. The effect of that is 3 attacks with the first two having 2 damage and no knockback, and the third hit with 4 Damage and default knockback, with all three hits having a slightly larger 'Red Lightning' GFX.
I just need to know how to do this, then I'm set. I knew how to do it, but my PC went out of commission a few months ago, so I couldn't use PSA. I forgot how to do it over time, lol.
I'm sure this is pretty simple, but I can't seem to find a tutorial anywhere for basic GFX. Any GFX tutorials are for external GFX.
Many thanks in advance for whoever educates me on this matter.
if i remember right u use a loader right? if so make sure that file has never been a wbfs file >.< it's knows to cause issues. also that size sounds about right, try it in ur loader. also remember that brawl is a duel layer disc (meaning its actually about 2x the size of whats stored on the disc) so it sounds like it's assembled it into one layer. test it in ur loader, it should work unless u did it wrong.
I' have never used the file in a different format from what it was. Anyway, the file itself is not a problem. It's the size of it. I'm fully aware of Brawl's Dual-layered needs.
In my other topic, I was told to remove the movies to decrease the file size. I did that, then put in some custom files downloaded from the Brawl Vault. Wiscrubber showed me that the file was still under 4.7 GB, enough to fit on a single layered disc. But when I click 'Scrub' the file size is 8.3GB.
Do you think that, if Lethal Blade's solution doesn't work, I'll have to resort to Dual-Layered discs?
Ok, my problem is to do with WiiScrubber. (v1.4, if that helps) I started another topic a while back which was to do with ISOs as well. However, I have resolved that problem.
My next predicament is involving the multiple 'Save' options in Wiiscrubber.
I have downloaded and replaced a bunch of files on the SSBB ISO, effectively making my own 'Custom SSBB'. When I look on Wiiscrubber, the file size box states
'Super Smash Bros. Brawl
Disc Data Size (4253843456) approx 4056 MB
Number of files: 6436 Region Code: PAL'
Now, this isn't my problem. But pay attention to the approximate file size.
When I click on the 'Scrub' button (I have the 'Save Option' as 'BOTH' the 'Scrub Type' as '0xFF' and the 'Keep Headers' to 'NO'), the logging box says 'Copying and Cleaning file'. This makes a new file in the specified directory.
HOWEVER, this file is the full size of the SSBB ISO unchanged. A full blown 8,311,680 KB file stuffed into my folder. Along with that, a DV Movie file is also placed in the same folder with a similar file size to that of what Wiiscrubber shows me.
Even stranger still, When I open up the new 8.3 GB file in Wiiscrubber, the file size box says that it is only a slightly larger file size than that of my Custom Brawl (In this case, Wiiscrubber shows me that it is 4183 MB approx).
What I want to know is what have I done wrong to have it revert to the original file size.
What I mean is to put in a file of the same format but with a smaller data value to act as a substitute for the file I just removed. I've been reading all over the internet about the movie files. Some people have made a 'dummy' video to cover all of the slots, drastically decreasing the ISO's file size.
Either that or when you said to remove all but one byte then put them back in? I don't know how to edit .dat files...that's all I'm stuck on.
Sorry to be a bother (I know its a help forum but I still feel guilty for wasting your time), but how does one go about replacing or removing those files?
Just making 3 files of one byte each to replace those, right? I never would have thought of that...well, I didn't know how much they were worth, so ya XD
Thanks again!
Edit: I hope I'm doing this right. Opened the ISO in wiiscrubber 1.2, then found the files. I right clicked and saved them into a folder. I went to look at them, but the border.dat was 16.0MB, the dummy1.dat and dummy2.dat were 190 MB each.
Somehow, I don't think this adds up to 3 GB. Unless they are weird files that don't show their true values?