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by hcs at 5:43 AM EST on January 19, 2009
It should be .brstmspm because that's what works with vgmstream.

GENH is used when the stream files themselves don't contain all the information needed to decode them. This information is elsewhere, either in a table in some other file or hard coded into the decoder somehow, or maybe (as in the Super Paper Mario case) the information is there but incorrect.

Earlier there were various hacks to solve this, generally involving renaming the files with a particular extension that helped the player to decide what to do (stuff like the .I400 extension), or mashing in the header information from elsewhere into a combined file (like .zwdsp).

GENH is meant to be a standard way of storing the common metadata needed to decode the stream. If there must be a hack then we might as well embrace the artificiality of it and make a unified format that can be applied to various codecs and systems.

Conveniently enough there is a thread on it here.
by hcs at 9:47 PM EST on January 20, 2009
I finally got around to making a brstm creator, which I have entitled Revolution B. You can find it and some details on the ripping tools page.

Before using it to replace a brstm in a game, it is important that you attempt to extract dsp from an existing brstm, so that revb can do some checking. If it fails (won't say "Done!" when finished) do let me know so I can add support for whatever the oddity is.

Typical usage would look like this:
brstm --build song.brstm songL.dsp songR.dsp

That should be suitable to generate a brstm for Super Smash Bros Brawl.

Currently revb doesn't fill in the ADPC table, which I think is used for seeking. I don't think it is used for looping, though, and I don't see any reason why seeking would be done, so it probably isn't important. If something seems odd I may have to fix this.

edited 9:53 PM EST January 20, 2009
by hcs at 10:00 AM EST on January 29, 2009
Gah, I'm not letting this fall off the front page until beta comes and picks it up.
by wolupgm6 at 3:09 AM EST on January 30, 2009
Nicely Done HCS. Now Brawl Can Have Two Different Songs (One In Each Channel) Playing At Once!! Yay!
by hcs at 11:50 PM EST on February 15, 2009
LOVE ME!!!!
by unknownfile at 12:03 AM EST on February 16, 2009
i do
by VGSB at 2:19 AM EST on February 16, 2009
I second that love, though I won't be using that tool. You have earned it through many other ways though. Mostly non-sexual. :)
holy crap by beta at 6:28 PM EDT on March 22, 2009
I was off messing with PS2 games and you do this!

Awesome, I'll let you know how it goes!
by hcs at 11:22 PM EDT on March 22, 2009
oppo noticed an issue, though not quite my fault, Nintendo's brstm driver appears to only be able to seek to a loop start at the beginning of a block. For Brawl this works out to 14336 samples.
by hcs at 8:41 AM EDT on April 14, 2009
For my own entertainment:
* January 20, BRSTM encode
revb released
* January 31, Andy developer wlling to try to make a
nIxx points SWORD21 at revb, GBAtemp
* February 1, Replacing Music files......
Unblessed_Zaku_MKII @ "Kitty Corp Projects" (registration required), writes a guide for creating brstm, crediting chaotix000 for linking him to revb
* February 4, Androu1’s BRSTM making tool
Androu1's blog, links to kittycorp, a script to make brstm
* February 5, Is it possible to swap music in brawl?, Just curious
reference back to older GBAtemp post
* February 7, ¡Pon tu propia música en el Brawl!
jolti135 @ ElOtroLado, starting from Androu1's script, develops it further
* February 12, The guide on how the hack / import your own music in Super Smash Smash Brothers Brawl!
BigSharkZ on YouTube, just a presentation of Unblessed_Zaku_MKII's instructions, links to Androu1's converter
* March 3, Texture Hacked Courses
MrBean35000vr @ mariokartwii.com, The Mario Kart Wii modding community finds Androu1's converter

edited 9:03 AM EDT April 14, 2009

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