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Author Topic: Brawlbox Resources & History  (Read 4524425 times)
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Eternal Yoshi
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    « Reply #13245 on: February 11, 2013, 02:17:43 PM »


    In a little bit, I'll give you Castlevania Judgment's .brsar files. Keep in mind they may be in either  English OR JP.
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    « Reply #13246 on: February 11, 2013, 03:35:59 PM »


    I could give you the Naruto Shippuden GNT Special brsar, but pretty much every SFX is stored externally in .brstm's. Im srs here
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    Eternal Yoshi
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    « Reply #13247 on: February 11, 2013, 05:27:35 PM »


    https://dl.dropbox.com/u/58110468/0000.brsar
    https://dl.dropbox.com/u/58110468/0001.brsar

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    BlackJax96
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    « Reply #13248 on: February 11, 2013, 10:33:42 PM »


    Thanks for the RSARs, they all opened fine in BB 68. Just gotta figure out these SYMB entry ids really.
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    DJ Lowgey
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    « Reply #13249 on: February 12, 2013, 06:25:30 AM »


    so you got no issues with anything?
    cool to hear Smiley
    You are the only guy who can master it!
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    « Reply #13250 on: February 12, 2013, 10:34:03 AM »


    Thanks for the RSARs, they all opened fine in BB 68. Just gotta figure out these SYMB entry ids really.
    I can send you the Skyward Sword .bsrar, but I can't get to my computer right now.
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    « Reply #13251 on: February 12, 2013, 11:08:24 AM »


    connected through VTunnel ^_^
    (VTunnel is back and I'm taking full advantage)
     ^used to use it all the time back when I was in school, till it closed >_>


    anyways, BJ...
    I wanted to let you know, brbx still can't properly export sfx as wav files...
    I posted a wav fixer before you released 0.68...
    you were supposed to use that to fix the problem...
    what's up? Im srs here
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    « Reply #13252 on: February 12, 2013, 12:08:35 PM »


    i was wondering
    if brawlbox v68 can preview the SFX IDs in PSA in can replace the SFX voice/effect while PSAing aswell if have opened the brsar  while PSAing
    and also know which Sound in the brsar
    and also know what SFX in the brsar file you use for SFX IDs in PSA
    so it will be alot easyer to make SFX packs at same time making Movesets

    like mario´s Sound(voice) side-taunt in brsar is: 01 and in SFX ID to use that sound in PSA is: 17A

    so it will be really usefull so it shows the SFX ID you use in PSA then you select a sound in the Brsar
    and can replace/edit sounds in the brsar while PSAIng
    « Last Edit: February 12, 2013, 12:23:46 PM by Mariodk » Logged

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    BlackJax96
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    « Reply #13253 on: February 12, 2013, 04:44:52 PM »


    anyways, BJ...
    I wanted to let you know, brbx still can't properly export sfx as wav files...
    I posted a wav fixer before you released 0.68...
    you were supposed to use that to fix the problem...
    what's up? Im srs here

    If you open the WAV in a hex editor, set it to overwrite and add in "ta" after the "da", it will work. There are six bytes after half of the "data" tag that aren't being written (the "ta" and the int size of the wav file) and I haven't figured out why yet.

    Other than those 6 bytes, the wav exporter works perfectly.

    i was wondering
    if brawlbox v68 can preview the SFX IDs in PSA in can replace the SFX voice/effect while PSAing aswell if have opened the brsar  while PSAing
    and also know which Sound in the brsar
    and also know what SFX in the brsar file you use for SFX IDs in PSA
    so it will be alot easyer to make SFX packs at same time making Movesets

    like mario´s Sound(voice) side-taunt in brsar is: 01 and in SFX ID to use that sound in PSA is: 17A

    so it will be really usefull so it shows the SFX ID you use in PSA then you select a sound in the Brsar
    and can replace/edit sounds in the brsar while PSAIng

    No, all of that will be implemented in Ikarus later, not Brawlbox.

    Brawlbox won't show the PSA ids on the RSAR. I need to figure out how they link together anyway. It won't matter to you anyway because you'll be able to select a sound and BB will set the id for you automatically.
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    Eternal Yoshi
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    « Reply #13254 on: February 12, 2013, 07:01:32 PM »


    String ID of sound in Smashsbox V0.57 - 194 in Hex = PSA SFX ID
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    « Reply #13255 on: February 12, 2013, 07:07:52 PM »


    If you open the WAV in a hex editor, set it to overwrite and add in "ta" after the "da", it will work. There are six bytes after half of the "data" tag that aren't being written (the "ta" and the int size of the wav file) and I haven't figured out why yet.

    Other than those 6 bytes, the wav exporter works perfectly.

    No, all of that will be implemented in Ikarus later, not Brawlbox.

    Brawlbox won't show the PSA ids on the RSAR. I need to figure out how they link together anyway. It won't matter to you anyway because you'll be able to select a sound and BB will set the id for you automatically.
    I see...

    would you like me to release my wav fixer on my program box until you're able to fix the bug??

    EDIT:
    wait a minute...

    why do you have to seperate them??
    like, why can't you simply write string("data") and then u32(size)??
    unless... that's what you're doing and it's just not writing >_>
    « Last Edit: February 12, 2013, 07:13:41 PM by Tcll » Logged


    Quote: Friedslick6
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    « Reply #13256 on: February 12, 2013, 07:10:39 PM »


    String ID of sound in Smashsbox V0.57 - 194 in Hex = PSA SFX ID

    kthx

    I see...

    would you like me to release my wav fixer on my program box until you're able to fix the bug??

    idc, although I don't think a program that adds "ta" is really necessary Tongue
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    Don Jon Bravo
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    « Reply #13257 on: February 12, 2013, 07:13:58 PM »


    so have u managed to successfully edit sfx for stages via brawlbox?

    I need a Roaring Kraig...
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    DarkPikachu
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    « Reply #13258 on: February 12, 2013, 07:19:40 PM »


    idc, although I don't think a program that adds "ta" is really necessary Tongue
    I hear and feel you, but unfortunatly teh n00bz don't Tongue
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    Quote: Friedslick6
    you have been through a lot of hassle. I've watched every topic you posted on this, and most of them seemed to disintegrate gradually.
    But the coolest part was that you didn't stop working on it despite that.

    Quote: Internet Explorer
    you're doing more with your life right now than probably most other people around you. You're a valuable asset to the Smash community. So yeah, you should be proud.

    quote: Greg
    You do have a gift which I've seen many developers use to their advantage. You can become a great coder, and with all of those ideas I think you can really build something great.

    BlackJax96
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    « Reply #13259 on: February 12, 2013, 07:22:52 PM »


    I hear and feel you, but unfortunatly teh n00bz don't Tongue

    The bug will be fixed by the official release and I doubt noobs know how to check out code from an svn and compile it anyway.
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