Brawlbox Resources & History

Started by BlackJax96, December 14, 2010, 03:39:11 AM

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Quote from: StupidMarioFan1 on April 20, 2013, 01:03:29 AM
all I know is that a lot of people are waiting for v0.68 to make movesets...
Quote from: StupidMarioFan1 on April 20, 2013, 01:03:29 AM
movesets

:notimp:  Movesets?! My dear boy, movesets are the least of the new powers we will have available in 0.68! 
Now available in blue.

Quote from: Azure_Shadow on April 20, 2013, 04:51:52 AM
:notimp:  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. :srs: 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. :D
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.

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.

Quote from: BlackJax96 on April 20, 2013, 05:19:49 AM
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
I Dont Take Requests & Dont Do Brawl Mods anymore Maybe Sm4sh modz later

Quote from: BlackJax96 on April 19, 2013, 08:11:13 PM
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".

Apparently nobody has answered BJ's question...
Quote from: BlackJax96 on April 19, 2013, 11:32:43 PM
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...
You and I can be poor, but neither of us can be cheap.

Quote from: mnsg on April 20, 2013, 02:15:49 PM
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 :/

Quote from: Diddy Kong on April 20, 2013, 06:30:35 PM
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 :P

[spoiler]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.

Quote from: DarkPika on April 20, 2013, 07:18:00 PM
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 :P
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   

I'm still hyped for animation shortcuts lol ¦3  That's all I'll need.

Quote from: Diddy Kong on April 20, 2013, 07:30:39 PM
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
3DS FC: 5370-0958-4818
Wii U NNID: Doraleus

Quote from: Diddy Kong on April 20, 2013, 07:30:39 PM
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 :P

but yea, that makes sense too XD

[spoiler]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.

Quote from: Sky Grounder on April 21, 2013, 12:59:16 PM
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.

Quote from: mnsg on April 21, 2013, 04:00:10 PM
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.