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76  Super Smash Bros. Brawl Hacking / Programming / Re: libertyernie: Looping Audio Converter 1.0 - see post 2 on: October 16, 2015, 09:26:20 AM
Thanks! I'll look into it.
I was able to fix the FLAC issue by using temporary wav files for decoder output and encoder input, instead of reading/writing the data to/from stdin/stdout. So that will be in the next version.

EDIT: I uploaded version 1.1, which has fixes for both those bugs.
77  Super Smash Bros. Brawl Hacking / Programming / Re: BrawlBox v0.76b on: October 15, 2015, 01:10:17 PM
Could you make it happen again, but make that error window wider so we can see the line numbers for the stack trace? Or you could just copy and paste the contents of that box into a post here.
78  Super Smash Bros. Brawl Hacking / Programming / Re: libertyernie: Looping Audio Converter 1.0 - see post 2 on: October 15, 2015, 01:07:48 PM
The way FLAC files are generated is actually by generating the WAV file and then having SoX convert it. I'm not sure why those samples would get cut off.

As for "loop point past the end of the file" problems - do you have a link to a BRSTM that does this so I can look at it?
79  Super Smash Bros. Brawl Hacking / Programming / Re: libertyernie: Looping Audio Converter 1.0 - see post 2 on: September 27, 2015, 10:24:18 AM
I posted Looping Audio Converter, which is pretty much Export Loop VB and BRSTM Converter put together. It works in Mono too. Smiley See post 2 for the link.
80  Super Smash Bros. Brawl Hacking / Programming / Re: libertyernie: Stage/Costume/Song managers and SSS Editor updated to 3.6 on: September 09, 2015, 06:26:24 PM
I'm glad to hear you're working on ExportLoop now.  Hopefully those features don't pose too much of a challenge, because I would certainly find them useful (.flac output support most specifically).

Also, just curiously, LibertyErnie, do you use Adobe Premiere Pro and/or Adobe Audition?

I've never used either of those. Is there something that would be helpful to make this work with those?

I'm actually writing a new program now that will be BRSTM Converter and Export Loop put together. (I wanted something to do to keep me busy.) I'm designing it to avoid using temporary files as much as possible, too.
Input formats will be anything supported by vgmstream (including BRSTM) or SoX (the windows build on their website), MP3 (madplay), or VGM/VGM using VGMPlay. Output formats will be WAV, FLAC, MP3 (lame), Ogg Vorbis (SoX supports it so why not), and BRSTM (using BrawlLib). Each will have an option for one file or multiple (0-start, start-end, 0-end), and the ability to export separate files if the input has more than 2 channels, plus the existing amplify, convert to mono, and change sample rate options.
I'm trying to structure the program in a way that makes it simple to combine these features together.

Here's a screenshot of something I've got working already (BRSTM to BRSTM converting - not very useful, I suppose):


By the way, this program's "internal format" will be 16-bit PCM .wav with looping information embedded, something I just found out a week ago that vgmstream's test.exe supports! (By the way, I think BRSTM might be 8 bits per sample instead of 16.)
81  Super Smash Bros. Brawl Hacking / General Hacking Discussion / Re: Classic Exp. Pack 6.1s for Brawl -- thinking about making a new version on: August 30, 2015, 10:07:39 AM
I've posted version 7.0s of the Classic Expansion Pack - see the OP for more info.
This post has links to versions 6.1s (Brawl, Brawl-) and 6.5 (Project M 3.5).

Classic Expansion Pack 6.1s - July 20, 2014 - for vBrawl



Classic Expansion Pack 6.1.7z (Gecko or Riivolution, with regular Brawl. From Mediafire; 136 MB)
The download is also a self-extracting executable, if you change the extension to .exe.

.zip file with only the changes since 6.1s (added/new stages - zip file, 29 MB)

Updates since 6.0s:
  • Stages added: Lavender Town (replaces Frozen New Pork City), Poke Floats 2 (replaces Underground)
  • Stages updated: Dream Land, Sector Z, Kongo Jungle (Melee)

Click here to see the README/stage list: Brawl

Classic Expansion Pack 6.1s - July 30, 2014 - for Brawl- 3.Q



Classic Exp Pack 6.1s for Brawl- 3.Q.7z (From Mediafire; 150 MB)
The download is also a self-extracting executable, if you change the extension to .exe.

This pack is based on 6.1s for Brawl, but the stages already in Brawl- have been removed, Melee stages taken out of Brawl- have been put back in, and every custom stage that was in Brawl- 2.x.6 or 3.3 is included! Plus Dracula's Castle from Project M is in there, because there was a slot left over.

Click here to see the README/stage list: Brawl-

Classic Expansion Pack 6.5m - Dec. 17, 2014 - for Project M 3.5


Classic Expansion Pack 6.5m.exe (use with Project M Launcher or Gecko OS - from Mediafire; 140 MB)

I took out some of the Brawl stages, added the SSB64 / PM 3.02 versions of Hyrule Castle and Metal Cavern as expansion stages (along with a Dream Land with wind), and rearranged everything. There are also standalone versions of the first and third stages of Castle Siege, with the PM 3.5 boundaries and collisions.

Click here to see the instructions and stage list!

Or, if you want the framework to put your own stages in for PM 3.6 beta, you can use this stage expansion template.
82  Super Smash Bros. Brawl Hacking / Programming / Re: libertyernie: Stage/Costume/Song managers and SSS Editor updated to 3.6 on: August 28, 2015, 06:45:39 PM
I've updated the Stage Manager, SSS Editor, Costume Manager and Song Manager to version 3.6. The first two have the most changes. See my github releases page for the changelog:
https://github.com/libertyernie/BrawlManagers/releases

I think I'll work on adding those features to exportloop (Export Loop VB) next. I have an idea about passing binary data right from the C++ side to the VB side and I want to see if it works.
83  Super Smash Bros. Brawl Hacking / Programming / Re: libertyernie: Export Loop VB for converting BRSTMs to WAV (May 16) on: August 24, 2015, 12:54:01 PM
Would it be a lot of work to add display scaling up to 4k? I got a new setup and even if I toy with the settings it's either very small (scaled but not adjusted) or character portraits show up multiplied (not scaled but weird on a big display).
Do you mean the size of the actual window? And which application (costume manager / stage manager)?
If Windows isn't doing that for you (I think Windows 8 can do this), the only thing I know how to do is adjust all the font sizes upwards - maybe I can put in a setting for that. WinForms dates back a long time and wasn't designed for high-DPI monitors Tongue
84  Super Smash Bros. Brawl Hacking / Programming / Re: libertyernie: Export Loop VB for converting BRSTMs to WAV (May 16) on: August 12, 2015, 04:47:54 PM
Something else that I just noticed was that some of the BRSTM files have multiple streams, such as this one, and although I can listen to both streams in BrawlBox, ExportLoopVB only exports the first stream.  http://www.brawlcustommusic.com/36104  It may be necessary to ask which one for specific files.

Also, are there any quality differences between BRSTM, BCSTM, and BFSTM?  All I know is what systems they're used for, but I don't know if some are of higher quality than others (I think BFSTM isn't compressed while BRSTM is, but I'm not sure).


I don't know what BCSTM and BFSTM are used for, actually.

I've got a track from Klonoa that has two streams in BrawlBox. I always just assumed that it was a stereo stream and two mono streams (if you open the .wav file Export Loop VB makes in Audacity you'll see them), but it actually makes sense that it would be two stereo streams. It's certainly possible to have exportloop export those separately.

Could you remind me what file name options you wanted?
85  Super Smash Bros. Brawl Hacking / General Hacking Discussion / Re: Classic Exp. Pack 6.1s for Brawl -- thinking about making a new version on: July 25, 2015, 04:55:52 PM
Here's another option: I could jettison the Project M / Brawl- / etc. stages entirely, and use the bottom row on both screens for SSB4 stages. This would give me 12 slots, which lets me get most of them in.

Here's the ones I would use in that case:
* Kalos League (omega) - should I use the version with platforms too, even though it's not the SSB4 version?
* Final Destination (regular)
* Dr. Wily's Castle (regular)
* The Great Cave Offensive (omega)
* Windy Hill Zone (regular) (omega) - CaliburZx made the omega version and also has a regular version. DSX8's regular version lags less, but they didn't make an omega version.
* Pyrosphere (regular)
* Miiverse (regular)
* Boxing Ring (regular) (alternate will be the version with the smash logo - no omega version yet)
* Woolly World (regular) (omega)
* Mario Galaxy (regular)
* Jungle Hijinx (regular)
* Gaur Plain (regular)

Omega versions of Brawl stages:
* Delfino Plaza
* Temple

Stages not included in the above list that I found on BrawlVault:
Temple - HD
Castle Siege - HD
Onett - HD
Coliseum (omega)
Mushroom Kingdom U (omega)
Suzaku Castle
Wrecking Crew
86  Super Smash Bros. Brawl Hacking / General Hacking Discussion / Re: Classic Exp. Pack 6.1s for Brawl -- thinking about making a new version on: July 22, 2015, 04:25:12 PM
No Omega-form stages? No Jungle Hijinx? No Woolly World? No Miiverse? Are we getting Hanenbow M?
If there are Brawl versions of Omega versions, I can put them in. Maybe I'll do a poll for people to pick which 6 to include.
I suppose I could make the Project M Hanenbow an alternate of the regular Hanenbow, if I decide to give every existing stage a potential alternate. I still don't know if that has any adverse effects, because I haven't tested it.
87  Super Smash Bros. Brawl Hacking / General Hacking Discussion / Re: Classic Exp. Pack 6.1s for Brawl -- thinking about making a new version on: July 17, 2015, 11:59:32 AM
I'll probably make a pack for Brawl. I probably won't make one for Project M this time (although I do have that template without stages I linked to in the OP, which is at Smashboards.)

Here's my plan at the moment (changes from the picture on Page 88):
* Brinstar Depths and Mushroom Kingdom (Melee) will get their own icons, replacing where Melee/N64 Battlefield and Final Destination are now.
* The N64 and Melee versions of Battlefield and Final Destination will both be alternate stages to the Brawl versions (hold L for one, hold R for the other.) Also, the Project M training room will be an alternate of the Brawl one.
* Each STGCUSTOM will still have one alternate, but for many stages it will be the same .PAC file (you can replace it if you want)
* At the moment, the six SSB4 stages I'll include are Mario Galaxy, Kalos Pokemon League, Boxing Ring, Gaur Plain, Windy Hill Zone, and Pyrosphere. I'm not sure about Kalos, though, since I think the version ported to Brawl has different platforms from the SSB4 version.
* The 8 additional stages on the Brawl screen will remain mostly the same - Dracula's Castle will be replaced (probably with Infinite Glacier or Bowser's Castle) and Skyloft will be updated.

In summary: one alternate for each STGCUSTOM, two for STGFINAL/STGBATTLEFIELD/STGONLINETRAINING.
Anyone who's used the alternate stage loader code: is there any downside to giving non-STGCUSTOMs alternates if you don't put a alternate .pac on the SD card? Doesn't it still just load the regular one?
88  Super Smash Bros. Brawl Hacking / General Hacking Discussion / Re: Classic Exp. Pack 6.1s for Brawl -- thinking about making a new version on: July 11, 2015, 02:27:31 PM
I think I found the alternate stage loader code in Project M, but I can't get it to work in Brawl. So that means I need to use the same .rel for alternate stages as for the main ones, unless someone else can get it working for me.
Because of this, I'll can't combine Brinstar Depths with Planet Zebes, and I don't think I can combine the two Mushroom Kingdom stages either.
89  Super Smash Bros. Brawl Hacking / Programming / Re: libertyernie: Export Loop VB for converting BRSTMs to WAV (May 16) on: July 09, 2015, 04:44:29 PM
Do you know where those stock icons are stored? I see some in info.pac but I don't know if that's the right place.
90  Super Smash Bros. Brawl Hacking / General Hacking Discussion / Re: Classic Exp. Pack 6.1s for Brawl -- thinking about making a new version on: July 09, 2015, 07:13:04 AM
I like this idea! Allows for more music per stage too! As far as Smash4 stages go, I highly recommend DSX8's stages. They look like they came straight out of the game in full quality! Pyrosphere and Kalos Elite Four for sure. There's also some ports of Windy Hill and Omega Cave Offensive that look great too! Also, when you go about making this, I highly suggest using M22K's ASL tool. The only drawback is that it doesn't work properly with Summit and Flat Zone (right now, at least) so that'd have to be manual.

You actually end up with less songs this way, because (for example) Planet Zebes and Brinstar Depths would have to share one. Sad They also have to use the same .rel file, I think; I know Project M has alternate stages using different .rels but I think Mewtwo2000 said it only works with their folder setup.
As for the ASL code, I'll probably do it manually anyway.

Wow, it's been a while since I've stopped by here.

I'm in support of the new idea too. In addition to Pyrosphere and Kalos Elite Four, I'd also use Mario Galaxy, the Boxing Ring stage, Wily's Castle, and even Melee's Icicle Mountain if you're open to it (all of these are by DSX8).

One question, too: is this stable with PM 3.6 now? I know the expanded stages code had some issues for a while with PM.
The only stage expansion issue I know of is the random stage one when you have more than 12 stages, and that's still there. Check the link at the bottom of the OP to my Smashboards thread.
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