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« Reply #13996 on: April 19, 2013, 10:51:52 PM » |
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all I know is that a lot of people are waiting for v0.68 to make movesets...
movesets
Movesets?! My dear boy, movesets are the least of the new powers we will have available in 0.68!
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Now available in blue.
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« Reply #13997 on: April 19, 2013, 11:11:43 PM » |
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Movesets?! My dear boy, movesets are the least of the new powers we will have available in 0.68! I know, but out of the few posts I've read that talked about waiting for 0.68, it was for movesets, or for the tristripper. Personally I'd love to see material edits work in the preview mode, and I like the idea of being to take pictures, and have custom backgrounds. So many CSP makers will be happier when they can do that.
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I make YouTube videos, SM64 hacks, Brawl Hacks (obviously), NSMBW hacks, and GoldenEye 007 Mods. I also have a short attention span and tend to switch around a lot and put things on hold. But when I do finish things, 95% of the time I gave 120% effort, the other 5% of the time I give 100% effort.
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« Reply #13998 on: April 19, 2013, 11:19:49 PM » |
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You are incredibly misinformed lol There's absolutely nothing new for movesets and there is no tristripper in v0.68. And everyone is waiting for materials/shaders to show up in the viewer; join the club. I'm working on it.
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« Reply #13999 on: April 20, 2013, 01:14:21 AM » |
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You are incredibly misinformed lol There's absolutely nothing new for movesets and there is no tristripper in v0.68. And everyone is waiting for materials/shaders to show up in the viewer; join the club. I'm working on it.
i am waiting for brawlbox to finish some of my movesets cuz of fixed copy/paste subroutine code but the other stuff i am waiting for aswell like brsar editing/show materials and shaders in brawlbox
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I Dont Take Requests & Dont Do Brawl Mods anymore Maybe Sm4sh modz later
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« Reply #14000 on: April 20, 2013, 08:15:49 AM » |
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The error thats thrown comes directly from the audio library. It doesnt support more than 2 channels. I need to create multiple audio buffers and code in a button to switch between them while theyre all playing.
Don't all of Brawl's .brstm files have only "2" channels? I've only seen .brstm files with over "2" channels from the Mario Kart Wii and New Super Mario Bros. Wii ISOs; their names stat with "STRM".
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« Reply #14001 on: April 20, 2013, 10:27:17 AM » |
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Apparently nobody has answered BJ's question...lol
anyone want a stream later today?
You can watch me work on finishing the weighting stuff.
btw, livestream or join me
I honestly don't know which to pick, but I'd just like something that doesn't lag my computer...
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You and I can be poor, but neither of us can be cheap.
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« Reply #14002 on: April 20, 2013, 12:30:35 PM » |
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Don't all of Brawl's .brstm files have only "2" channels? I've only seen .brstm files with over "2" channels from the Mario Kart Wii and New Super Mario Bros. Wii ISOs; their names stat with "STRM".
yes ALL of brawl's brstms are stereo (2 channel), the games i know that are multi are in mariokart wii Wii Sports Resort brawlbox can open all the NSMB brstms, the lowercase strm prefix can throw one off the multi's are in caps like STRM_N_WATER_F.brstm which is an EIGHT channel, and is the only brstm type that not even winamp can play :/
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« Reply #14003 on: April 20, 2013, 01:18:00 PM » |
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yes ALL of brawl's brstms are stereo (2 channel), the games i know that are multi are in mariokart wii Wii Sports Resort
brawlbox can open all the NSMB brstms, the lowercase strm prefix can throw one off the multi's are in caps like STRM_N_WATER_F.brstm which is an EIGHT channel, and is the only brstm type that not even winamp can play :/
heh... interesting...
makes me wonder if there is such a thing as 12 or even 16 channel brstms >_>
tough I doubt developers would support that kindof quality because the least you need is 8 channels for good HQ surround sound
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« Reply #14004 on: April 20, 2013, 01:30:39 PM » |
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heh... interesting...
makes me wonder if there is such a thing as 12 or even 16 channel brstms >_>
tough I doubt developers would support that kindof quality because the least you need is 8 channels for good HQ surround sound
well erm multichannels isnt used for surround sound music, its in the brsar that the surround sound panning of voices lie.. the multichannel is only there so that the game doesnt have to stop and load another version of a song or add a track to it when the music is supposed to seamlessly phase to another one in MKW this is obvious in dry dry ruins how its the song playing.... then in the caves, its just "humming" of the song.. the humming are on channels 3(L) and 4 (R) and the main song is on channels 1(L) and 2(R) currently, volume butchering is an issue with me making these multichannels because of how ASS is it to layer them then use the crappy cmd to build them.. but i've learned alot from fidling with MKW modding
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« Reply #14005 on: April 20, 2013, 06:08:20 PM » |
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I'm still hyped for animation shortcuts lol ¦3 That's all I'll need.
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« Reply #14006 on: April 21, 2013, 06:59:16 AM » |
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well erm multichannels isnt used for surround sound music, its in the brsar that the surround sound panning of voices lie.. the multichannel is only there so that the game doesnt have to stop and load another version of a song or add a track to it when the music is supposed to seamlessly phase to another one
in MKW this is obvious in dry dry ruins how its the song playing.... then in the caves, its just "humming" of the song.. the humming are on channels 3(L) and 4 (R)
and the main song is on channels 1(L) and 2(R)
currently, volume butchering is an issue with me making these multichannels because of how ASS is it to layer them then use the crappy cmd to build them.. but i've learned alot from fidling with MKW modding
So THAT'S how the developers make seamless transitions in soundtracks :O
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3DS FC: 5370-0958-4818 Wii U NNID: Doraleus
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« Reply #14007 on: April 21, 2013, 08:27:31 AM » |
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well erm multichannels isnt used for surround sound music, its in the brsar that the surround sound panning of voices lie.. the multichannel is only there so that the game doesnt have to stop and load another version of a song or add a track to it when the music is supposed to seamlessly phase to another one
in MKW this is obvious in dry dry ruins how its the song playing.... then in the caves, its just "humming" of the song.. the humming are on channels 3(L) and 4 (R)
and the main song is on channels 1(L) and 2(R)
currently, volume butchering is an issue with me making these multichannels because of how ASS is it to layer them then use the crappy cmd to build them.. but i've learned alot from fidling with MKW modding
lol I was thinking of WAV files
but yea, that makes sense too XD
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« Reply #14008 on: April 21, 2013, 10:00:10 AM » |
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So THAT'S how the developers make seamless transitions in soundtracks :O
Yup. Likewise, in New Super Mario Bros. Wii, portions of the multi-channel .brstm files are for the Yoshi drums. When Mario is riding on Yoshi, the drum beat channels will be triggered, but they'll be disabled when Mario jumps off Yoshi. However, the drum beats are only used for the Overworld, Underground, Desert Overworld, Snow Overworld, Beach, and Bonus BGM files.
In a similar manner, during the second phase of the Bowser battle, additional music channels will be triggered halfway through the chase.
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« Last Edit: April 21, 2013, 10:02:03 AM by mnsg »
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« Reply #14009 on: April 21, 2013, 10:33:10 AM » |
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Yup. Likewise, in New Super Mario Bros. Wii, portions of the multi-channel .brstm files are for the Yoshi drums. When Mario is riding on Yoshi, the drum beat channels will be triggered, but they'll be disabled when Mario jumps off Yoshi. However, the drum beats are only used for the Overworld, Underground, Desert Overworld, Snow Overworld, Beach, and Bonus BGM files.
In a similar manner, during the second phase of the Bowser battle, additional music channels will be triggered halfway through the chase.
I didn't know that game used multichannels. I thought mkw was the only game.
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