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by beta at 10:30 AM EST on December 8, 2008
The version of the game I made with truncated brstms kinda worked, but the non-standard brstms made it really buggy.

I need to make the brstms from the wavs I guess.
by beta at 10:02 PM EST on January 17, 2009
Anyone still looking at this?
by JILost at 10:32 PM EST on January 17, 2009
Only those of us with no lives and nothing better to do, like me.

edited 12:43 AM EST January 18, 2009
by SmartOne at 2:12 AM EST on January 18, 2009
What the... Are the BRSTMs from Super Paper Mario supposed to be this frantic? It sounds like they're playing too fast...

On second thought, they sound pretty darn unique. Cool.

edited 2:19 AM EST January 18, 2009
by Mouser X at 3:42 AM EST on January 18, 2009
When the files were created (by the developers, not the rippers), the header was messed up. When VGMstream reads the header it sees "44100" (or "48") so it plays them as such. If you rename the files to *.spmbrstm (if that's wrong, blame HCS. I asked him just now) then they should play at the correct speed. Hope that helps. Mouser X over and out.
by Elven Spellmaker at 10:28 AM EST on January 18, 2009
*.spmbrstm

Lol, Super Paper Mario BRSTM...
by SmartOne at 1:06 PM EST on January 18, 2009
Ah ah ah, it's BRSTMSPM.
by nensondubois at 2:39 PM EST on January 18, 2009
BRWLSTRM.
by hcs at 4:05 PM EST on January 18, 2009
Doh, SmartOne is right, it should be .brstmspm.
Though properly we really should just do these tracks in GENH.
by Elven Spellmaker at 5:24 AM EST on January 19, 2009
Doh, SmartOne is right, it should be .brstmspm.
Though properly we really should just do these tracks in GENH.


Why should it be BRSTMSPM?

Also what does the Generic Header program actually do... I assume it give a generic header (dur), but why would you do that?

edited 5:27 AM EST January 19, 2009

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