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« on: June 15, 2016, 09:40:38 PM » |
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Here it is, folks. I've finally finished SD Card BRSAR loading. 4.5's coming soon NOTE: YOU MUST BE ON AXNEXTFRAME FOR THIS TO WORK - NO EXCEPTIONS Brawl Version: PM Version:
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« Last Edit: June 15, 2016, 11:15:15 PM by PyotrLuzhin »
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« Reply #1 on: June 15, 2016, 10:11:31 PM » |
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Time to try this out.
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« Reply #2 on: June 15, 2016, 10:46:39 PM » |
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Can I ask what makes this different from the previous file patch codes?
Edit: Nevermind. I got BRSAR mixed up with SAWND files.
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« Last Edit: June 15, 2016, 10:55:47 PM by squeakyboots13 »
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« Reply #3 on: June 15, 2016, 10:55:46 PM » |
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So we'd have to keep the new soundbanks we make in the .brsar, instead of extracting them as .sawnds? I guess that also means injecting pre-existing .sawnds too if we wanna keep whichever sfx mods we all have in use.
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so im just saying hopefully somebody can look into this if not ill probably take a shot at it later on because right now im too busy partying with some [censored]es
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« Reply #4 on: June 15, 2016, 11:20:51 PM » |
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Wow. Uh. Didn't see this coming.
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« Reply #5 on: June 15, 2016, 11:21:10 PM » |
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So we'd have to keep the new soundbanks we make in the .brsar, instead of extracting them as .sawnds? I guess that also means injecting pre-existing .sawnds too if we wanna keep whichever sfx mods we all have in use.
Exactly. I may make SuperSawndz compatible with this code in the future, but for now, just stick with putting the BRSAR on the SD in the /sound folder
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« Reply #6 on: June 16, 2016, 02:54:38 AM » |
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Cool!
Post Merge: June 16, 2016, 04:18:52 AM Actually I just tested Brawl's FPC4.1 with Brawlex on Dolphin 4.0-9433. I have no smashbros_sound.brsar on my SD card but I did replace my smashbros_sound.brsar with an edited one on my .iso to redirect final smash SEQ entries to .brstrm files. The announcer is missing when a game mode is chosen and invalid reads pop up when a chosen character's name should be announced.
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« Last Edit: June 16, 2016, 04:18:52 AM by Ebola16 »
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« Reply #7 on: June 16, 2016, 08:02:44 AM » |
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So, will this version of FPC load files from SD even if they didn't originally exist on the disc beforehand?
I'd hate to have to rebuild my image every time to properly add a new brstm file into smashbros_sound.brsar.
I'm using FPC 3.5.1 at the moment, and in order to get a unique victory fanfare for Bowser (to test adding new entries into the brsar), I had to build a new ISO with a dummy copy of the file to be patched in it, and then transfer it to my USB drive.
Let's just say that wasn't very fun, and I'd kinda like to not have to repeat that experience again.
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« Reply #8 on: June 19, 2016, 08:52:47 AM » |
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Wats to be included in the 4.5 version?
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« Reply #9 on: June 30, 2016, 02:57:59 AM » |
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alrighty then
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Simple mod tester, at your service
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« Reply #10 on: June 30, 2016, 08:32:55 AM » |
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NOTE: YOU MUST BE ON AXNEXTFRAME FOR THIS TO WORK - NO EXCEPTIONS Even beyond startup? PM has a code to switch to VBI after startup to greatly reduce lag, AXNextFrame runs the codehandler 6-7 times per frame and VBI only once
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« Reply #11 on: July 14, 2016, 07:08:51 PM » |
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Might we get a changelog? What exactly does this new code provide? do we still need the replacment soundbank engine code? What codes are rendered obsolete and what is new compared to 3.5?
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« Reply #12 on: July 16, 2016, 05:52:00 PM » |
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Even beyond startup? PM has a code to switch to VBI after startup to greatly reduce lag, AXNextFrame runs the codehandler 6-7 times per frame and VBI only once
Sadly, unless I'm missing something, it seems so. Using this code with the Project M launcher results in frequent (if inconsistent) crashes. It's a shame because it means I'll either have to remain on the older version of the code or downgrade to a 2 GB card.
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« Reply #13 on: August 11, 2016, 09:43:54 AM » |
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Exactly. I may make SuperSawndz compatible with this code in the future well, that explains my frustration. btw, do i have to add this code to my gct or merge the code with GCT Fusionizer? edit: tested by removing the FPC 3.5.1 code from my PM gct to add this new version, and it does load the brsar file, the only issue is that my BRSTM files are loaded from the original game instead, did i do something wrong?
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« Last Edit: August 11, 2016, 01:38:10 PM by UmbraVivens »
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What exactly does this thread do?
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« Reply #14 on: August 21, 2016, 08:22:15 PM » |
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Here's a tool I wrote that you can use to patch the default RSAR with sawnd files for use with FPC 4.1. Load the DEFAULT rsar (won't work on an rsar that's been rebuilt already with the latest brawlbox, because Sawndz/SuperSawndz doesn't support that) and all the sawnd files you want to put back into it and click patch. It's been tested with a variety of sawnd files so if it crashes, it probably means one of the sawnd files was corrupt or the rsar was not the default one. After that, you can use Brawlbox v0.77 to add more sounds and whatnot without the sounds originally stored in sawndz files going silent or whatever. I believe the biggest demand for this tool was so new sounds could be added to Project M without problems.
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