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Project M Social Thread

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leafbarrett

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32000 Hz seems to create clipping in the brstms from what I've seen. Though some of the songs weren't of my own devising so the creators probably did something silly in encoding or whatever. Some of them are just generally long though; no amount of compressing will solve that.

Loop points are easy enough with basic understanding of sample points and arithmetic.
Clipping hasn't been an issue for me. You might need to fiddle with where the song loops to find a suitable point, but it should work just fine.
And you'd be surprised how much it helps. I managed to cut off about 10MB just by compressing a few of my longest songs.
 

Kink-Link5

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Clips never happen at loop points.

The clip sounds occur throughout the brstms. Little static-sounding clicks. In the Libera Me from Hell brstm it's really noticeable, and it seems to happen with chiptunes very frequently as well (Something that had me go on until-notice hiatus on doing brstm requests).
 

leafbarrett

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Clips never happen at loop points.

The clip sounds occur throughout the brstms. Little static-sounding clicks. In the Libera Me from Hell brstm it's really noticeable, and it seems to happen with chiptunes very frequently as well (Something that had me go on until-notice hiatus on doing brstm requests).
Huh. I never had that problem either, truth be told.
EDIT: ...Crap, you're right.
 

Kink-Link5

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I've also checked to make sure it isn't anything in the .wav compression or encoding or anything. It works just fine going into BBox and playing the preview, but when it saves as a .brstm, it suddenly gets all clippy. BBox is probably the culprit in why it does it, but I never looked into any other way to make brstms. Luckily it's not very noticeable in-game.
 

leafbarrett

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I've also checked to make sure it isn't anything in the .wav compression or encoding or anything. It works just fine going into BBox and playing the preview, but when it saves as a .brstm, it suddenly gets all clippy. BBox is probably the culprit in why it does it, but I never looked into any other way to make brstms. Luckily it's not very noticeable in-game.
To be fair, for a long time, I don't think Brawlbox could accept that frequency at all. It was originally built to process a frequency of 44100 or 48000, if memory serves.
 
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Hey, everyone! I'm thinking about putting together a livestreamed information session on Wii/Gamecube hacking where I walk you through the process of writing codes. The session would focus on Smash, of course, as I've done most of my work in Melee and Brawl (for SSBMO and Project M, respectively). The stream would be on my Twitch channel where you can watch and ask me questions live. Basically, I'm gauging interest to see how many people would be interested in such a thing.

The session would take a good deal of planning, as I'd have to come up with a "lesson plan", some codes to write, etc. So, I'm gauging interest ahead of time to see if enough people are interested enough for me to put in this effort. I'm passionate about my work and would love to share with you how it's done!

Show me your support if you're interested! I have a Reddit thread going where you can show support, or, of course, just leave a comment here. Also, feel free to follow me on Twitch for future updates and some Project M streaming!
 

SinisterB

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That sounds pretty cool actually, IE, I'd defs be interested. Followed you on Twitch.

PS. Ish is freeeeee
 

Mr.Pickle

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I think that would be pretty interesting, it would be pretty good for the community too. Might turn someone that was on the fence about brawl coding into the next magus.
 
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was the input lag issue tested in vBrawl? What if its the P:M codes causing the input lag? (don't tear me a new one just asking)
It's vBrawl. I even noticed it sometime last year while doing frame-by-frame stuff in Dolphin, but I didn't think anything of it.
 

rifall

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Leaf can you send me some tips on makin brstms?
For me, I Always use iTunes to encode to Wav after editing and volume correcting. Audacity and Soundbooth have booth given me nothing but WAVs that crash Brawlbox and make it think the song is ten hours long.

:phone:
 

leafbarrett

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For me, I Always use iTunes to encode to Wav after editing and volume correcting. Audacity and Soundbooth have booth given me nothing but WAVs that crash Brawlbox and make it think the song is ten hours long.

:phone:
Make sure the song doesn't have any miscellaneous data, like artist name or album name, when you export it.
 

Biz_R_0

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Oh no, TWO FRAMES? This changes everything! This existed for the almost 5 years since it's been out and nobody's had a problem since then, but now that someone has discovered it, it is now suddenly unbearable! Surely this actually has an impact on the game, as it has been clearly visible for all these years just like tripping and buffer, and isn't just trivial bullcrap for haters to put at the end of their gigantic list of nitpicks to exaggerate in order to be negative on the internet! All is lost, including hope, which is dead.
Although I'm not saying they were wrong to get rid of it, this is the definition of "not a big deal".
 

Ishiey

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That sounds pretty cool actually, IE, I'd defs be interested. Followed you on Twitch.

PS. Ish is freeeeee
Get rested three times in a row more please.

<3

Also you should come to APEX because I live there and I said so :p

On-topic: I personally have no interest in dealing with coding, at least for Brawl because apparently that thing is a monster, but I think the livestream idea is great and encourage anyone who's interested to show support. IE is pretty darn good with this stuff.

:059:
 

_wzrd

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I'm legitamately excited for this game again with the new engine fixes.

It always felt so wrong & clunky especially the faster characters *spacies/falcon etc.

anyway, looking forward to this guys :)
 

`dazrin

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Get rested three times in a row more please.

<3

Also you should come to APEX because I live there and I said so :p

On-topic: I personally have no interest in dealing with coding, at least for Brawl because apparently that thing is a monster, but I think the livestream idea is great and encourage anyone who's interested to show support. IE is pretty darn good with this stuff.

:059:
LOL bangbang, SinisterB.

I will also try to check out your stream, IE. I've always been curious about the inner magic that you, Magus, and Dantarion toy with in order to bless us with miracles.
 

Perfect Chaos

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@IE: I'll be willing to watch that Smash-hacking stream if it happens and I happen to not be busy with something important. I think it's cool of you to go out of your way and make the time to show others this sort of thing. :)
 

ds22

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Although I'm not saying they were wrong to get rid of it, this is the definition of "not a big deal".
Normally it wouldn't be a big deal, but in a game where frame perfection is the standard, 2 frames of input lag is a huge throw off, and comparing 2.1 VS 2.5, you really notice this.
So yeah, it is a big deal.
 

Vkrm

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It's a huge deal biz. It could lose you a match you should've won. You already forgive brawl for a heap of other problems and compared to them, this might not seem like a big deal......but it is.

:phone:
 

metroid1117

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Although I'm not saying they were wrong to get rid of it, this is the definition of "not a big deal".
Other people have put in their thoughts on this already, but it's a huge deal because (1) unlike Brawl, there is no buffering in Project M; (2) you get punished much harder for messing up shield pressure in Project M and Melee than in Brawl, and 2 frames of input lag can really mess up high APM-characters like spacies; (3) similarly, 2 frames of input lag makes precise dashdancing much harder, especially for fast characters like Sonic, Falcon, and Fox because they move relatively far in just 2 frames; (4) there is a much greater reward for powershielding projectiles in Melee and Project M compared to Brawl, and powershielding was noticeably harder in Demo 2.1 compared to Melee; and (5) Project M is supposed to emulate how Melee feels, and this fix made the veterans feel noticeably closer to how they feel in Melee.

:phone:
 

DMG

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Not exactly

You could get 2 different PS's. One that didn't reflect the projectile, the other one did. The one that didn't might have been easier, but the one that does reflect is as hard/harder than Melee

Does the frame delay apply to literally everything? Shielding, Teching, Airdodging? If it does, there's no way to argue that's minor since it impacts the game
 

TheReflexWonder

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I would argue that the built-in input lag breaks down a lot of potential within Brawl, assuming it happens on more than just very specific situations. So many times that I feel I have accurately anticipated a fastfall airdodge with an attack only to find it powershielded. The opportunities to punish such powerful defensive options on some characters in Brawl are often as small as the opportunities to input tech skill in this game.

This might be the nail in the coffin when it comes to being able to play Brawl without abusing things like spotdodge invincibility in top-level play. How sad.
 

Shadic

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Does the frame delay apply to literally everything? Shielding, Teching, Airdodging? If it does, there's no way to argue that's minor since it impacts the game
Everything. Even scrolling through the menu.
 

JediKnightTemplar

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Hey, everyone! I'm thinking about putting together a livestreamed information session on Wii/Gamecube hacking where I walk you through the process of writing codes. The session would focus on Smash, of course, as I've done most of my work in Melee and Brawl (for SSBMO and Project M, respectively). The stream would be on my Twitch channel where you can watch and ask me questions live. Basically, I'm gauging interest to see how many people would be interested in such a thing.

The session would take a good deal of planning, as I'd have to come up with a "lesson plan", some codes to write, etc. So, I'm gauging interest ahead of time to see if enough people are interested enough for me to put in this effort. I'm passionate about my work and would love to share with you how it's done!

Show me your support if you're interested! I have a Reddit thread going where you can show support, or, of course, just leave a comment here. Also, feel free to follow me on Twitch for future updates and some Project M streaming!
I'd definitely be interested in this. Could you give an estimate as to when you'd start doing this?
 

trash?

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Although I'm not saying they were wrong to get rid of it, this is the definition of "not a big deal".
Frame-by-frame things matter in a game where you're expected to be frame perfect. This applies to absolutely every good fighting game worth noting. This is "a big deal" in every way possible.
 

metroid1117

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Not exactly

You could get 2 different PS's. One that didn't reflect the projectile, the other one did. The one that didn't might have been easier, but the one that does reflect is as hard/harder in Melee
Yeah, this is exactly what I was referring to.

:phone:
 
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