I've set up a vBrawl version of the ASRL code and I'm having a problem using an alternate .rel file. I have an Omega Onett stage that I believe uses a st_palutena.rel file. I put that as st_dxonett_L.rel, but Brawl freezes when I load the stage by holding the L button. Here's a ZIP file - anyone see a problem?
The way I implemented BCSTM and BFSTM encoding is by encoding BRSTM and then converting it to those formats. It can also convert in reverse (BCSTM or BFSTM to BRSTM) without having to decode to WAV and re-encode, so it's a lot faster.
There are some versions of BCSTM and BFSTM it won't understand, though, so for those you would still need to decode (with vgmstream) and re-encode.
EDIT: forgot to mention - if you save the ini file as LoopingAudioConverter.ini in the same folder as LoopingAudioConverter.exe, it'll load automatically.
I wanted to ask. lately i've been using BB's code editor. Does it have a limit to what it can remember? for instance i can remember all codes in PM and open the GCT, and it still shows unknown codes even when its documented. and saving that file as a GCT seems to break some codes. its been strange. this happen to anyone else?
*ps. i also believe BB should read those codes from an external file somewhere that you can edit in a txt manager. it would be a lot easier.
How about "Options" > "Load codes to remember from file"? Seems to work for me.
I just downloaded version 1.2, and although I haven't had the time to test it, as soon as I open it, I get an error message: http://i.imgur.com/dt5f9XH.png Version 1.2 then opens up afterward and it looks like the program will function normally (I haven't had time to test it). I'm not sure what program is missing. I kept version 1.1 and it does not give me that message whenever I open it. I'm not sure what the problem is, but I think it might have something to do with one of the new features you added. I am on Windows 8.1 Pro and I have NetFramework v4.
The LoopingAudioConverter.exe.config is wrong. It should be: (you can edit it with notepad)
If something is character related, I probably won't be able to fix it. But I might look into how the GCT part remembers codes and see if it can be made to work better.
I updated Looping Audio Converter to version 1.2. The Github releases page has a list of changes.
I just used it a couple of days ago to convert a bunch of iTunes .m4a files to lower-bitrate .ogg files for an old MP3 player I found so they'd fit. (There's no bitrate option in Looping Audio Converter, but if someone was interested maybe I could add it at least for .ogg.)
Hey, I started a thread on Smashboards about wanting to create a website that allows users to easily customize and create their own builds. Placing files and hex-editing is totally possible, but the only roadblock I've really had is automating SSS and CSS image replacements, since BrawlBox and its related tools utilize a GUI.
Is there any chance there could ever be a way to interact with BrawlBox from the command-line with batch files and what not? I don't think it would help just me, but instead a lot of people that are working with mods and testing quickly.
I'd love to be able to just specify images I need to replace within the game files and do it all through command-line with arguments, and it would bring my dream website for the community closer to reality.
The main reason I haven't made a command-line interface to BrawlLib is that the amount of stuff you can do with it is just so large. I'm curious as to what operations you would need to perform (replace SSS icon / name / etc?)
If your website is written in ASP.NET you might be able to use BrawlLib itself, although I've never tried that (there might be some MessageBox.Show calls lying around and IDK what would happen in a web environment).
Nice! Thanks for the responses. I have continued using Looping Audio Converter for several different BRSTMs and BCSTMs with no issues so far. Also, I just tested it; the most recent version of ExportLoopVB did not show the command prompt nor did the program quit after exporting.
Also, when you say that you "copied that game onto [your] computer," would that be the same thing as looking at the files in a ROM? For example, I could easily find gamecube ROMs on the internet and try to extract files out of those, but I have no idea how I could "copy" a game I already have to my computer (in your case, from the Wii disc drive).
There's a Wii homebrew app that can dump the contents of the disc onto your computer over wi-fi, acting as a web server. (I don't remember the name, and I think I had to install some sort of special IOS to do it.) It's the same thing you'd get if you downloaded the ROM - at the time, it was easier for me to do it that way. Then I used GC-Tool to extract the files.
Why does the command prompt show up in the background whenever this program is open but it didn't show up whenever ExportLoopVB was open?
I think I did it that way because some of the programs used by Looping Audio Converter show their progress there. I suppose it's not strictly necessary to have that window open. If I make any more updates I might take another look at that.
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Why does Looping Audio Converter close automatically as soon as the export is finished? I don't think that ExportLoopVB did this either. After all, sometimes I need to export multiple sets of files with different settings.
I think ExportLoopVB did that. But I suppose it would be possible to have the main window come back up at the end in case you want to change settings - that's a good idea.
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Also, I noticed that you submitted some Chibi Robo (Plug Into Adventure) music on Brawl Custom Music. I'm just wondering; how did you obtain that music? I don't know how music worked back on the Game Cube.
Back when my Wii disk drive worked, Chibi-Robo was one of the games I copied onto my computer. I don't remember what audio format it used, but vgmstream was able to read it, so I used the old BRSTM Converter program to re-encode then into BRSTM while maintaining the loop points.
Are you using an SD card for your hacks, or are you putting them all into the disc image by replacing files? If it's the former, the Gecko instructions should work, except you should launch the game with the loader instead of Gecko (while also making sure it finds and loads the GCT.)