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CSE: Custom Sound Engine v2.5 (Works with GeckoOS and Riivolution!)

Vigilante

Smash Lord
Joined
Dec 11, 2010
Messages
1,813
Location
Quebec
I'll wait until you fixed everything, but I do appreciate the work you put in this. Project M is looking more and more professional.
 

Akuma2120

Smash Ace
Joined
Mar 27, 2008
Messages
826
You must not understand what the first code does then...
Maybe not but what I get is that the maximum amount of songs each stage can have is as many as halberd has being the largest song list, and you would use the tracklist modifier to put that tracklist on every stage

But now you're making it so each stage gets 10 songs

So I guess I'm confused as to what the point is when the limit of songs per stage is still as many as the halberd tracklist has and there being a way to already use that
 

Akuma2120

Smash Ace
Joined
Mar 27, 2008
Messages
826
He's not making it so each stage has 10 songs. He's just adding songs that, without any other codes, will never be used for anything.
Isn't that just what his first code he already released does? Having to use Oshtoby's code to get stages to read whatever you named the .brstm to be right?

What I'm wondering about is his last update:

Just a stealth update for those following this...
Got 10 Songs Perstage to work.
And what the point of it is when we can already supposedly copy halberd's tracklist onto every stage and have a Oshtoby's code load a different song from that tracklist on each stage
 

mugwhump

Smash Journeyman
Joined
May 22, 2007
Messages
382
^Dant's code lets you add songs without replacing any, that's the difference.
 

Dantarion

Smash Champion
Joined
May 21, 2007
Messages
2,492
Location
Santa Barbara, CA
Akuma, how much **** to do you have to do to do what you said and use Halberd TrackList on every stage and then replace all those songs with 10 other songs?
 

libertyernie

Smash Ace
Joined
Oct 5, 2009
Messages
929
Location
Eau Claire, WI
That would be 2 codes plus 1 code per song.
So yours will cut down on that I assume? Thanks in advance :)
P.S. The current method also makes it so all the stages share their proportions of how much each song plays that are defined on the My Music screen, because they're all technically the same tracklist.
 

John12346

Smash Master
Joined
Jan 24, 2009
Messages
3,534
Location
New York, NY
NNID
JohnNumbers
Just to be sure

This code essentially works as a File Patch Code for the brsar files of Brawl, right?
 

John12346

Smash Master
Joined
Jan 24, 2009
Messages
3,534
Location
New York, NY
NNID
JohnNumbers
Okay, so it doesn't, then. ;p

I got a bit confused reading the OP. You made it sound like I'd be able to play brsar files using this code, that's all.
 

Supreme Dirt

King of the Railway
Joined
Sep 28, 2009
Messages
7,336
Code:
Custom Victory Themes v1.0 [Dantarion]
C20E6BEC 00000002
3C80805A 60849700
7C84002E 00000000
065A9700 000000B8
0000283D 0000283E
0000283F 00002840
10000009 00002841
00002842 00002843
00002844 10000001
00002846 00002847
10000002 10000003
10000005 10000006
0000284C 10000017
10000018 0000284D
0000284E 1000000B
10000007 00002851
00002852 00002853
00002855 10000016
10000004 1000000F
10000012 1000000E
10000011 1000000D
10000010 1000000A
10000013 10000016
0000285C 10000014
10000008 1000000C
00002861 00002862
00002848 00002851
What is this? Well, it's me doing some work for you. Every character without their own victory now has one based on the CSE code.

Code:
Mario - Default
Luigi - 10000001.BRSTM
Bowser - 10000002.BRSTM
Peach - 10000003.BRSTM

Wario - Default
Yoshi - Default


Donkey Kong - Default
Diddy Kong - 10000004.BRSTM

Link - Default
Zelda - 10000005.BRSTM
Sheik - 10000006.BRSTM
Ganondorf - 10000007.BRSTM
Toon Link - 10000008.BRSTM

Samus - Default
Zero Suit Samus - 10000009.BRSTM

Kirby - Default
Metaknight - Default
King Dedede - 1000000A.BRSTM

Fox - Default
Falco - 1000000B.BRSTM
Wolf - 1000000C.BRSTM

Pikachu - Default
Pokemon Trainer
 Squirtle - 1000000D.BRSTM
 Ivysaur - 1000000E.BRSTM
 Charizard - 1000000F.BRSTM
Independent Pokemon
 Squirtle - 10000010.BRSTM
 Ivysaur - 10000011.BRSTM
 Charizard - 10000012.BRSTM
Lucario - 10000013.BRSTM
Jigglypuff - 10000014.BRSTM

Ness - Default
Lucas - 10000015.BRSTM

Marth - Default
Ike - 10000016.BRSTM

Ice Climbers - Default
Popo - 10000017.BRSTM
Nana - 10000018.BRSTM

Mr. Game and Watch - Default
Captain Falcon - Default
Pit - Default
Snake - Default
Sonic - Default
Why did I skip 1000000.BRSTM? I'm not exactly sure on that, tbh.
 

Akuma2120

Smash Ace
Joined
Mar 27, 2008
Messages
826
Akuma, how much **** to do you have to do to do what you said and use Halberd TrackList on every stage and then replace all those songs with 10 other songs?
Oh ok I get it you're making it simpler, it's so simple I didn't even think of it lol... damn how'd I miss that?

For the time being though I'm gonna set up all this **** and use it when I get some free time just cause I like music variety that much
 

Supreme Dirt

King of the Railway
Joined
Sep 28, 2009
Messages
7,336
Slo Il tlryed ilt wlith Rliivo... Alnd Ilt dlidn't wlork. Jlust slkipped sltraight tlo tlhe mlusic tlhat pllays alfter tlhe vlictory tlhemes.
 

Evilagram

Smash Journeyman
Joined
Oct 4, 2007
Messages
420
....what makes you think that....
What makes us think that is that the OP does not really describe what this code does at all or really how to use it.

The title of the thread just makes it more confusing with the unlimited songs bit, making it sound like this is PW's track list modifier code that added extra tracks to stages (although this could be a great compliment to that code).


If I understand correctly, this code enables you to basically create new entries for brstms.

The reason why this is confusing is because it's implied that these brstms are somehow added to the MyMusic or the stage slots. It's unclear from the OP why anyone would want to just add new entries or create new IDs if they are not usable. Also it's not mentioned in the OP that they're not patched in with everything else.



Perhaps in the OP you should say, "This code, in conjunction with other codes enables you to add new music and sound effects without replacing existing ones." Like, right up front instead of a few paragraphs down like you have right now.

Then after that say, "This code does not actually add new slots to the MyMusic, you need other codes to do that. You can then point these codes at the new songs this code adds just like any other song already in the bsrar."

Sorry, just I keep entering this topic, reading the OP, and then not having a clue what the **** this code does, and given how many other people are confused, I think a better description would help.
 

Evilagram

Smash Journeyman
Joined
Oct 4, 2007
Messages
420
Yes it is, but it is not well explained what it DOES do, leading to confusion. Especially because you listed unlimited music in the title. Sorry, but maybe you should try rereading my post, really not trying to be rude, I have utmost respect for your work. you can view it without this silly wordfilter by clicking quote at the bottom of my post.
 

hotdogturtle

Smash Master
Joined
Feb 15, 2007
Messages
3,503
Yes it is, but it is not well explained what it DOES do, leading to confusion. Especially because you listed unlimited music in the title. Sorry, but maybe you should try rereading my post, really not trying to be rude, I have utmost respect for your work. you can view it without this silly wordfilter by clicking quote at the bottom of my post.
It's not unlimited. It caps out at 4,294,956,946 songs ._.

But really, there's nothing wrong with the first post. It says:
All you have to do is put these newlified songID's into other song codes, and there you go, NEW songs, without replacing any!
You put the songs into any of the other music codes, using the newly-created IDs instead of the existing ones. He gives you the example, in green font, of how to format the new IDs. There are also multiple disclaimers saying that this code makes new song IDs instead of replacing the existing ones, so I don't know how people keep getting confused about that.
 

Dantarion

Smash Champion
Joined
May 21, 2007
Messages
2,492
Location
Santa Barbara, CA
I think the FPC has something hardcoded so it only works with the sound/strm/ folder, meaning i have to rewrite the code to use that same folder.

Small adjustment, but EASY
 

Evilagram

Smash Journeyman
Joined
Oct 4, 2007
Messages
420
You put the songs into any of the other music codes, using the newly-created IDs instead of the existing ones. He gives you the example, in green font, of how to format the new IDs. There are also multiple disclaimers saying that this code makes new song IDs instead of replacing the existing ones, so I don't know how people keep getting confused about that.
*rubs temples* The first post contains the information necessary, but it is not worded in a way conductive to understanding.

I do not need to prove this with anything more than pointing out the constant flood of people in this thread that fail to understand how this code works. If people do not understand it, then it means that it is either a very difficult concept to grasp, or needs better wording.

I think you will agree that this is a simple concept, meaning that it needs better wording. The changes to the wording are simple changes for simple minds, to help make things a little more obvious.

That or you're not allowed to complain next time someone comes into this thread and gets something wrong.



Unrelated to that, would it be possible to make a GUI of some sort so we don't have to manually edit hex values across the board to get songs on stages or sfx on characters?

Also, do SFX ported onto characters obey the time limits for that sound effect, like they have with this sort of replacement in the past?
 

Ultraxwing

Smash Ace
Joined
Mar 4, 2010
Messages
615
Location
Peach Lover =3
Now that will be awesome.

that means, character like Lloyd/Klonoa/ETC can have their own SFX but not have an edited .BRSTM.

that'll be perfect for both Riivolution users and FPC users.

i can then have a sound set for my RYU. you know Hadoken/ Shinku Hadoken. etc....
 

blerb

Smash Journeyman
Joined
May 12, 2006
Messages
365
Location
Nowhere, Ontario
To anyone using this for Riivolution:

You must add the /sfx/ path to your xml! I just did and it worked. Here, I'll paste what I did (using BeyondYou's XML)

<folder external="*path to your /sound/sfx/ folder here*" disc="/sound/sfx/" recursive="true" resize="true" create= "true" />
You need that line somewhere in your .xml, with paths that correlate to your SD card of course.

now I just need to get the custom Victory Themes code working... anyone know how to use it?
 

blerb

Smash Journeyman
Joined
May 12, 2006
Messages
365
Location
Nowhere, Ontario
Yeah I figured it out. Apparently I'm a ******* and I forgot to delete the "// Mario, DK" parts out of the code.
 

Akuma2120

Smash Ace
Joined
Mar 27, 2008
Messages
826
To anyone using this for Riivolution:

You must add the /sfx/ path to your xml! I just did and it worked. Here, I'll paste what I did (using BeyondYou's XML)



You need that line somewhere in your .xml, with paths that correlate to your SD card of course.

now I just need to get the custom Victory Themes code working... anyone know how to use it?
Do you need to do this even if you don't change where Riivolution reads the replacement files from? My xml has it so Riivolution reads for the files the way they are on the disc, so I don't have a pf folder for example

EDIT:

Wait now, if I'm just doing songs, do I just put the new song IDed brstms in the /sound/strm folder?
 

blerb

Smash Journeyman
Joined
May 12, 2006
Messages
365
Location
Nowhere, Ontario
Yes, you still need it.

As far as I know, there is no "/sfx" pathway on the Brawl disc. Hell, I could be wrong, I don't know. So, the workaround right now is to just add a path to your xml.

it's kind of like how custom stages need the "create= true" or else they won't work. Same thing applies here, only we're creating a source folder, not a single file.

Sorry if that was hard to understand, I'm terrible at explaining things.

edit: No, you put them in sound/sfx.
 

Akuma2120

Smash Ace
Joined
Mar 27, 2008
Messages
826
Yes, you still need it.

As far as I know, there is no "/sfx" pathway on the Brawl disc. Hell, I could be wrong, I don't know. So, the workaround right now is to just add a path to your xml.

it's kind of like how custom stages need the "create= true" or else they won't work. Same thing applies here, only we're creating a source folder, not a single file.

Sorry if that was hard to understand, I'm terrible at explaining things.

edit: No, you put them in sound/sfx.
Thanks, it works! I just need to go and make all the codes I need and get a bigger SD card, thanks Dantarion for this awesome code

Out of curiosity, is it possible to do something like this to get extra costume slots?
 

Evilagram

Smash Journeyman
Joined
Oct 4, 2007
Messages
420
Maybe you should attempt something like that? it sounds like that would come in handy for the clone engine. Now that landing detection has been solved, the big project of the now is the clone engine.
 
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