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1  Super Smash Bros. Brawl Hacking / Project Concepts / Re: Brawl 4 (build has been removed) on: February 02, 2016, 09:37:56 AM
Where can I download the LATEST version of it?
2  Help & Tutorials / Help / Re: I need some help with sndconv.exe on: January 25, 2016, 11:38:45 AM
Ok, I FINALLY found the PDF file in the Wii SDK that had the documentation needed for correct operation of sndconv.exe

Below are quotes from the documentation needed to know how to completely operate sndconv.exe. Within these quote boxes, for any sections that include sample code, I've used code boxes, and if a graphic/table is used, I've uploaded uploaded a screencap to imgur, and embedded it here. The full PDF file is much longer, and has info on a lot more things than just sndconv.exe, so I've only included quotes from the sections involving the use of sndconv.exe.


Quote
2.2 Using sndconv.exe

2.2.1 The Command Line

From the command line, you can invoke the sndconv.exe program like so:

Code 2–1 sndconv Command Line Syntax
Code:
bash> sndconv <scriptfile> [-option]

Where:
<scriptfile>script file (required)

Options are:
-a Default output to ADPCM.
-w Default output to 16bit PCM.
-b Default output to 8bit PCM.
-h This help text.

The <scriptfile> argument in Code 2–1 is required and specifies a text file that contains commands for
sndconv.exe. These commands specify which sound files to convert and pack. These commands also
describe the various attributes of each file, and how they should be converted. For further details, see
“Data Abstraction and File Formats” on page 32.

The –a, –w, and –b options specify the default output format. The sndconv.exe tool uses these defaults
if the script file does not specify a desired output format for a given sound file.
If no option is specified, then sndconv.exe will use ADPCM as a default output format

Note that I have NOT quoted page 32 in this post, despite it being referenced in the above quote. That is because it just provides more technical information about how sound data is stored. This information would really only useful if you are writing your own program for processing sound data in the Wii audio file format. As with the above quote, all the quotes below are also specifically about sndconv.exe and the format of its script files.


Quote
2.2.2 Scripting

The sndconv.exe script file specifies which files to convert and how to convert them. An example is
shown in Code 2–2:

Code 2–2 Script File Example
Code:
;
; Text after a semicolon is ignored as commentary.
;

COMMENT
COMMENT This is a COMMENT field. Any text following a COMMENT
COMMENT command will be generated as a comment in the corresponding
COMMENT ‘C’ header file output. This is useful for annotating the
COMMENT header file from the script
COMMENT

;
; Set source path for sound files
;
PATH C:\sounds

INCLUDE other_script.txt

COMMENT *****************************************
COMMENT Explosion sounds!
COMMENT *****************************************

BEGIN BIG_EXPLOSION ; Identifier for sound effect
FILE big_exp_pcm16mono.wav ; Source filename – it’s a WAV file!
SAMPLERATE 22050 ; Source sample rate, in Hz
OUTPUT ADPCM ; Will be converted to ADPCM
END

BEGIN LITTLE_EXPLOSION ; Identifier for sound effect
FILE lil_exp_pcm16stereo.aif ; Source filename – it’s an AIFF file!
SAMPLERATE 22050 ; Source sample rate, in Hz
OUTPUT ADPCM ; Will be converted to ADPCM
END

COMMENT *****************************************
COMMENT Helicopter sounds!
COMMENT *****************************************

BEGIN CHOPPER ; Identifier for sound effect
FILE apache_pcm16mono.wav ; Source filename – it’s a WAV file!
SAMPLERATE 32000 ; Source sample rate, in Hz
OUTPUT 16BIT ; Output will be in 16bit PCM
LOOP 117 254 ; loop point start and end!
END

COMMENT *****************************************
COMMENT Whoosh sound
COMMENT *****************************************

BEGIN BIG_WHOOSH ; Identifier for sound effect
FILE bigwhoosh_pcm16stereo.aif ; Source filename – it’s an AIFF file
SAMPLERATE 32000 ; Source sample rate, in Hz
OUTPUT 16BIT ; Output will be 16bit also
LOOP 312 423 ; loop start and end points
MIX COMBINE ; Source sample is stereo, downmix to MONO
END

BEGIN LEFT_WHOOSH ; Identifier for sound effect
FILE bigwhoosh_pcm16stereo.aif ; Source filename – it’s an AIFF file
SAMPLERATE 32000 ; Source sample rate, in Hz
OUTPUT 16BIT ; Output will be 16bit also
LOOP 312 423 ; Loop start and end points
MIX LEFT ; Extract left channel only
END

BEGIN RIGHT_WHOOSH ; Identifier for sound effect
FILE bigwhoosh_pcm16stereo.aif ; Source filename – it’s an AIFF file
SAMPLERATE 32000 ; Source sample rate, in Hz
OUTPUT 16BIT ; Output will be 16bit also
LOOP 312 423 ; Loop start and end points
MIX RIGHT ; Extract left channel only
END

COMMENT *****************************************
COMMENT Beep sound
COMMENT *****************************************

BEGIN WARNING_BEEP ; Identifier for sound effect
FILE beep_pcm8stereo.aif ; Source filename – it’s an AIFF file
SAMPLERATE 11025 ; Source sample rate, in Hz
OUTPUT 16BIT ; Will be converter to 16bit
MIX COMBINE ; Source sample is stereo, downmix to MONO
END



Quote
2.2.2.1 Command syntax

Script files have the following basic structure:

Code 2–3 Basic Script Structure and Syntax
Code:
; Script comments!
;
;

PATH <path specification>
INCLUDE <other script file>
COMMENT <optional comment field>
BEGIN <sound effect name>
attribute1 <parameter>
attribute2 <parameter>

END
COMMENT <optional comment field>
BEGIN <another sound effect name>
attribute1 <parameter>
attribute2 <parameter>

END


(1) The INCLUDE Command

Code 2–4 The INCLUDE Command
Code:
INCLUDE <script file>

The INCLUDE command specifies the path of another script file to be included for processing. The path
can be relative to the directory established by the last PATH command, if any, or it can be absolute.

This command is optional and can be issued at any point in the script (outside of BEGIN-END clauses).


(2) The PATH Command

Code 2–5 The PATH Command
Code:
PATH <path specification>

The PATH command specifies an absolute or relative path to the directory from which subsequent sound
files will be processed. You can issue multiple PATH commands in a script to change directories as
needed. PATH commands must exist outside of BEGIN…END clauses. The path must not contain spaces.

This command is optional. If omitted, sndconv.exe will use the directory from which the tool was invoked
as the current path.


(3) The Sound Effect Clause

Code 2–6 The Sound Effect Clause
Code:
BEGIN <sound effect name>

END

The BEGIN and END commands delimit a clause within which you define the attributes of a sound effect.

The field <sound effect name> must be a C-compatible symbol that uniquely identifies the sound
effect. When generating the header file, sndconv.exe will collect all sound effect names and automatically
enumerate them.

Note: Each sound effect name MUST be unique, otherwise the C header file will fail to compile. Also,
BEGIN-END clauses cannot be nested.


(4) The COMMENT Command in C Header Files and Script Files

Code 2–7 The Header File COMMENT Command
Code:
COMMENT <commentary text for C-header file>

The COMMENT command specifies text that must appear as a comment in the C header file. Everything on
the line after a COMMENT command will be preserved as text in the C header file (preceded by “//”).


Code 2–8 Script Comment
Code:
; <comment text>

Everything after a semicolon (“;”) is ignored as script commentary.



Quote
2.2.2.2 Attributes

This section describes the keywords reserved for defining the attributes of a particular sound effect.

(1) The FILE attribute

Code 2–9 The FILE Attribute
Code:
FILE <filename>

Where <filename> specifies a file (in the current PATH) to be processed. The filename must not contain
any spaces.

The sndconv.exe tool will automatically determine the file type by examining the file itself. If the file is
neither WAV- nor AIFF-encoded data, the tool will generate an error message and ignore the sound file.

If sndconv.exe cannot find the file, it will issue a warning and continue processing the script.

By default, sndconv.exe will extract the following information from each sound file (depending on type):

Table 2–1 Intrinsic Attributes of Supported Sound File Formats


Note: WAV files do not support the encoding of loop-point information.

The FILE attribute is required.


(2) The SAMPLERATE Attribute

Code 2–10 The SAMPLERATE Attribute
Code:
SAMPLERATE <source sample rate>

Where <source sample rate> is an integer specifying the base sample rate of the sound effect, in
Hertz.

This attribute is optional. If omitted, sndconv.exe will use the sample rate encoded in the sound file.


(3) The LOOP Points Attribute

Code 2–11 The LOOP Points Attribute
Code:
LOOP <loop start> <loop end>

The LOOP attribute specifies the loop start and loop end points of a sample. The <loop start> parameter
specifies the first sample played within the loop. The <loop end> parameter specifies the very last
sample played within the loop.

Note: For these parameters, samples are counted starting from zero. For example, if a loop starts on the
14th sample in the file, then the <loop start> parameter must be set to 13.

The LOOP attribute is optional. If omitted, loop point information encoded within the sound file (if any) will
be used by default. Otherwise, the specified loop points will override the encoded data.

Note: This applies to AIFF files only, as WAV files do not support the encoding of loop point information.


(4) The MIX Attribute

Code 2–12 The MIX attribute
Code:
MIX <mix operation>

The MIX attribute specifies how to handle STEREO sound files. The following operations are supported:

Table 2–2 MIX Operations


This attribute is optional. If omitted, the tool will COMBINE stereo files by default.


(5) The OUTPUT Attribute

Code 2–13 The OUTPUT Attribute
Code:
OUTPUT <conversion operation>

The OUTPUT attribute specifies the output format of the sound data. The following conversions are supported:

Table 2–3 OUTPUT Arguments


This attribute is optional. If omitted, sndconv.exe will use the default output format specified by the -a,
-w, or -b command line options. If no command line option is specified, the default output format will be
ADPCM.

Note: Sound effects in an SPD file can have different output formats.



Quote
2.2.2.3 General Notes on Scripting

• White space is ignored. For example, “BEGIN BLAMMO_32KHZ” is the same as
“BEGIN BLAMMO_32KHZ”.

• Sound effect names are case-sensitive. Thus, “BEGIN BLAMMO_32KHZ” is unique from
“BEGIN Blammo_32KHz”.

• Text is parsed line-by-line and must end with a newline. Each line must be less than 255 characters in
length.

• Script comments begin with a semicolon and continue to the end of the line.
3  Help & Tutorials / Help / Re: I need some help with sndconv.exe on: January 25, 2016, 07:40:19 AM
Super Sawndz! Exists because of that file.
It's a GUI interface that replaces audio files in Brawl's smashbros_sound.brsar
http://smashboards.com/threads/super-sawndz.325410/


I don't want to replace sounds in Brawl's smashbros_sound.brsar file. I want to generate standalone sound files, for the purpose of using them in Project M. I do NOT want to have to use a brsar file as an intermediate step. However until I point super-sawndz to a copy of the smashbros_sound.brsar file, it won't let me do ANYTHING. And I can't bypass this obstacle. So I've decided to go directly to the OFFICIAL sound converter software, Nintendo's own sndconv.exe sound converter. I just need somebody to tell me how to use it, because I don't have even a CLUE as to what format the script files are in. Are they based on XML files? I really don't know at all. Any help here would REALLY be a big benefit to me.
4  Help & Tutorials / Help / I need some help with sndconv.exe on: January 24, 2016, 09:49:23 PM
I managed to find a copy of the official WiiSDK, which had a ton of stuff, most of which was VERY complicated, or required external development hardware (basically a custom build Wii that can run homebrew without any modding, and can have files directly uploaded to it from your PC), but there were also a few tools/utilities that looked like they could be useful for modding games. One of these potentially useful tools is sndconv.exe. Unfortunately I don't know how to use it. When you run it with no parameters, it displays the following information:
Quote
Usage:

SNDCONV <inputfile> [-option]
Where:
   <scriptfile>.......Script file (required)

Options are:
   -a.................Default output to ADPCM
   -w.................Default output to 16bit PCM
   -b.................Default output to 8bit PCM
   -h.................This help text.

Unfortunately, I don't know what format the script files are in. I assume they must contain info about the source audio data that is to be converted to the Wii sound file format. Anybody here on these forums who's an actual Nintendo developer or Nintendo licensed 3rd party developer, and who therefore would have actual knowledge on how to use this particular program? I hope so, because I don't have any knowledge of the script file format.
5  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project on: January 24, 2016, 03:31:48 AM
The download links for BrawlEx Clone Tool are all broken, both the one you posted, and the one in the guy's profile that you linked to.
6  Super Smash Bros. Brawl Hacking / Project Concepts / Re: Brawl 4 (build has been removed) on: January 22, 2016, 03:03:01 AM
Where can I download the LATEST version of this?
7  Help & Tutorials / Help / Re: How do I delete an upload? on: May 26, 2014, 02:44:26 PM
Thanks.
8  Help & Tutorials / Help / How do I delete an upload? on: May 26, 2014, 02:19:07 PM
I clicked the submit button multiple times when submitting a character. It didn't work the first time I clicked it, it seemed, so I clicked the button a bunch of times. The result is 3 entries for the same submission. How do I delete 2 of these? I only need one upload.
9  Help & Tutorials / Help / How do I save SSBBrawl settings? on: May 17, 2014, 02:36:55 AM
When I change settings such as the probability that a certain song will play on a given level, or change the battle type from timed to stock-match, I notice that when I turn of the game and turn it back on later, these settings are not saved. Is there a special menu to save these settings?
10  Welcome / Rules / Feedback / Brawl Vault / Re: BrawlVault: Feedback and Updates on: May 17, 2014, 01:21:44 AM
I'd like to report that the claim that Photoshop CS2 is free, is incorrect. On this forum's "resources" page http://forums.kc-mm.com/Gallery/Resources.php it states that:
Quote
Photoshop - You can get Photoshop CS2 for free just by registering an Adobe ID. Versions above CS2 are not free. Photoshop does the best job at modifying images on a professional level.


This is incorrect. When going to Adobe's website, and logging in with my Adobe ID (which I got for free and anyone get for free by just by registering like any other registration based site, without purchasing any software, and is needed to comment in their forums) and then going to the page to download Photoshop CS2, it says:
Quote
The serial numbers provided as a part of the download may only be used by customers who legitimately purchased CS2 or Acrobat 7 and need to maintain their current use of these products.


While they do not put any technical safeguards/copyprotections/drm in place to prevent non-customers who have a free Adobe ID (like I do), from downloading and using Photoshop CS2 and the included serial numbers, they expect that you will follow the rules (a sort of "honor system") and ONLY download this if you previously purchased the software. It doesn't matter that this is hosted on Adobe's own website, instead of a software piracy website. And it doesn't matter that Adobe has officially released an unprotected (no activation required) version of it. The fact is, that if you have not previously purchased the software, downloading it (even from Adobe's own site) is the ILLEGAL act of software piracy. Just because they have no way to check your honesty when you download and use it, does NOT make it legal to download it without having previously purchased it. You might think "it doesn't matter if I download it without buying it, after all it's not a piracy site, it's Adobe's own site, and they'd never post something on their own website that would make themselves vulnerable to be victims of piracy". But that would be incorrect to assume that as indeed they HAVE posted something on their website that DOES make them vulnerable to piracy, and they expect YOU to do the right thing, and to NOT download it if you've not previously purchased it. So yes, if you download this from the Adobe website, and have not purchased it, you have just committed a crime.

So for the sake of keeping everything as legal as possible on the kc-mm forums, I'm requesting that the incorrect claim of free PS-CS2 that is made on the page http://forums.kc-mm.com/Gallery/Resources.php be corrected, so that this site doesn't end up condoning piracy. The last thing that this site needs is to get shut down due to it condoning piracy. Hacking games is already a legal "gray area". Any appearance of known illegal actions like piracy (or condoning such actions), puts this site in serious risk of being shut down by the feds.


Also read this article, in which an Adobe employee is quoted as saying that the idea that Photoshop CS2 is free is incorrect, and that you need to have already purchased it to legally download the no-activation-required version of Photoshop CS2 and associated serial number.
http://www.forbes.com/sites/adriankingsleyhughes/2013/01/07/download-adobe-cs2-applications-for-free/
11  Help & Tutorials / Help / Re: Need Wii Scrubber 1.21 on: May 16, 2014, 05:37:08 PM
Here you go

Thanks.

Post Merge: May 16, 2014, 07:16:27 PM
Do NOT use Wii Scrubber 1.21. It wrecked my ISO. I clicked "save and close" after I was done making changes. It then said to save it as another file. I thought, I'll just overwrite the original file like I normally do in version 1.4 (which is what happens when you close WiiScubber 1.4, it just overwrites the original), but it gave an error saying it couldn't overwrite it. Well I didn't want to waste harddrive space by having two copies of my ISO, so I just closed the program. Now my ISO is only 32kb in size! I don't know who decided that version 1.21 was a good version to use, but it just destroyed my ISO! Go with version 1.4, as I'm not entirely sure the problems I had after using it were entirely caused by it (might have been a bad rip with an error to start with, and I just didn't notice it at first). But certainly version 1.21 just killed my ISO!

Besides, from other stuff I've read on the net, version 1.21 was supposed to be good according to tutorials made back when 1.3 was the latest version because 1.3 caused problems with the Brawl ISO. But with version 1.4 now being the latest version, I don't think that problem actually exists anymore (from a couple things I've read on the net).
12  Help & Tutorials / Help / Need Wii Scrubber 1.21 on: May 16, 2014, 03:04:07 AM
I've heard that any version of Wii Scrubber other than 1.21 will corrupt the brawl ISO. I've been using 1.4 and noticed nothing at first, but now after a few hacks applied, I'm getting crashes in the game in places I wouldn't have expected (not just having to do with characters). So I think I may have corrupted my ISO. So I need to downgrade my Wii Scrubber to 1.21, but unfortunately the makers of Wii Scrubber only keep a link to the latest version on their site, and this kc-mm site mentions Wii Scrubber 1.21 in the Resources section, but there's no link to it from there. Can someone post a link to Wii Scrubber 1.21 as a reply in this thread please.

This is a call to all members of this forum if you have a copy of Wii Scrubber 1.21, please upload it to mediafire and post the download link here. Thanks.
13  Super Smash Bros. Brawl Hacking / General Hacking Discussion / Great idea for a new Brawl character. on: July 13, 2010, 05:33:48 PM
Got 2 really good ideas for a character mod for Samus. It will require someone familliar with PS2 game ripping to get the needed textures and models. I would like to see KOS-MOS version 1 from Xenosaga 1 and KOS-MOS version 4 from Xenosaga 3 be put into Brawl.

If it would be possible, I'd like her to be more than just a replacement for the Samus model/texture. I'd like her to be her own character with her own moves. For example, there is no "hold the B button to fire the machinegun" for Samus, but if you ever played Xenosaga you know KOS-MOS has gattling guns. So if you wanted to make her like her PS2 counterpart, you'd have to change the B button control from "tap to charge, tap again to fire" to this other control of "hold to keep firing". And the attack animation would have to show yellow bullets streaking accross the screen with a small hit-box the size of the bullets, instead of a large blue ball moving slowly accross the screen with quite large hit-box. And that's just one of the fundamental character change's you'd have to make in this mod. Basically I'm suggesting her as a full-hack replacement for Samus.

Even better yet would be (and I don't know if this is possible) if you could add another character slot in the game's selection screen and add KOS-MOS as a COMPLETELY NEW character with the traits I described above, so you could still keep Samus and not have to replace her.
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