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1  Super Smash Bros. Brawl Hacking / Programming / Another way to make GCT files on: September 24, 2011, 03:37:33 AM
Most of you will be fine sticking with the Ocarina Code Manager, but here's an alternative in case you want it. It's a simple app I threw together to fix some of the problems with GCT Edit.

Link

Features:
• Loads codes from a text file (or by copy and paste)
• Allows you to edit the codes and add new ones with no hassle
• Saves the codes to a GCT file
• Opens GCT files (though it doesn't bother trying to label the codes)
• Works in-browser, but you can download it if you like

Caution: no matter what extension you give the file when saving, it will save in GCT format. To save a text file, simply copy the text and paste it into a text editor.


Really the only advantages my program has over the Ocarina Code Manager are opening GCT files and running online. If you don't need those features, feel free to stick with Ocarina.


Source code available upon request.
2  Super Smash Bros. Brawl Hacking / Programming / Re: Sawndz 0.11 on: July 28, 2011, 01:31:12 AM
Actually, I'm trying to move sound effects from the PAL version to the NTSC version, not the other way around. (Edit: Sorry, I was *really* confused here. I meant to say that I was copying from NTSC-J to NTSC-U.)

Anyway, I took your advice, exporting the sounds individually and adding them in. It works fine in Smashbox, as far as I can tell. Unfortunately, the file is 43600 bytes larger than the original, which presumably means it wouldn't work in-game.

I've started looking for relatively long waves that aren't used much so I can shorten them, but if you know a better way to reduce the filesize, I'd like to hear it.
3  Super Smash Bros. Brawl Hacking / Programming / Re: Sawndz 0.11 on: July 27, 2011, 05:24:29 PM
If you have PAL versions, sounds will not match. You have to manually export every Purin sample and get it into your PAL brsar.
I'm aware of this, which is why I'm taking the sounds from joem3693's brsar rather than the PAL brsar. joem3693 already did the work of copying everything over; his file seems to almost exactly match the NTSC file's structure.

I did notice that he added a single extra sample to the Purin voice sound effects (total of 45, not 44). I'd like to remove this final (unused) sound effect and try copying the group again, but I'm not sure how to do so. I know this has probably been explained already, but I'm not sure where. Could you point me towards some instructions?

Edit for anyone rereading the thread: I was confused while writing this. I actually wanted to copy NTSC-J sound effects to an NTSC-U brsar.
4  Super Smash Bros. Brawl Hacking / Programming / Re: Sawndz 0.1 - MUCH simplier, MUCH less limits on: July 27, 2011, 04:33:28 PM
I'm looking to replace Jigglypuff's sound effects with her sound effects from the PAL version. I attempted to do this by downloading joem3693's Japenese sound effects pack, exporting group 29 as a sawnd file, and importing it into my brsar file.

Unfortunately, it doesn't seem to be working properly. The vocal sound effects show up when I view it in smashbox, but the other set of sound effects (jumping, ducking, rolling, etc.) do not. I believe you mentioned at some point that the file structure would have to match, and here they do not; there are more waves in joem3693's version.

The question I have is, how could I get around this? Will I have to export each sound as an individual wav file and then re-import all of them, or is there a way to get the sawnd files to behave properly?

Edit for anyone rereading the thread: I was confused while writing this. I actually wanted to copy NTSC-J sound effects to an NTSC-U brsar.
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