[How-To] Playing Customs on PS3
Tagged: 3 days 17 hours ago
- This topic has 1,261 replies, 127 voices, and was last updated 8 months, 2 weeks ago by TDCMark.
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August 29, 2014 at 8:17 am #428199
Sure, PM your email address and I’ll be glad to pass it along ” src=”/wp-content/uploads/invision_emoticons/default_SA_smile.gif” />
You got an email! ” src=”/wp-content/uploads/invision_emoticons/default_SA_smile.gif” />
If hamburgerjung is still willing to run through this exercise as well, he can hopefully confirm these results.
Sure, but I will not able to test it before next week, cause I’ll not be home at the weekend.
I smell an update to the PS3 converter coming.Thank you again for your continued support of the PS3!!!
I totally agree, thanks for still supporting an unsupported program… ” src=”/wp-content/uploads/invision_emoticons/default_SA_wink.gif” /> ” src=”/wp-content/uploads/invision_emoticons/default_SA_biggrin.gif” />
August 31, 2014 at 4:18 am #428347I totally agree, thanks for still supporting an unsupported program… ” src=”/wp-content/uploads/invision_emoticons/default_SA_wink.gif” /> ” src=”/wp-content/uploads/invision_emoticons/default_SA_biggrin.gif” />I have been actively working on C3 CON Tools for a bit now. Even had a few updates pushed out. So it’s not just PS3 people getting all the love ” src=”/wp-content/uploads/invision_emoticons/default_SA_cheeky.001.gif” />
September 4, 2014 at 7:55 pm #428564Done. I found that if I added an additional 5 digits (12 digits total) everything still works. One more digit beyond that (13 digits) and the song would display random information (like it does with the alphanumeric IDs). One more digit beyond that (14 digits) and the song disappears from the index and it actually takes a little bit of work to get it back – just reloading the original DTA file wasn’t enough. I had to actually completely remove the song from the DTA file, run the game with the song removed, then reload the DTA with the song added back in.
If hamburgerjung is still willing to run through this exercise as well, he can hopefully confirm these results.
Now as promised I had some time to test.
But I cannot confirm same behavior like Dahnlee found out.
I choosed two out the new songs to test: “Inis Mona” and “Apple Bucking Anthem“, both of them as single bass pedal version. Remember, Inis Mona is a normal audio track song and Apple Bucking Anthem a full multitrack.
With Apple Bucking Anthem I could figure out the same like Dahnlee did (12 digits work and so on).
But Inis Mona disappeared in the song menu after I took more than ten digits (14000000002). But after I turn back from eleven to ten digits (1400000002) I didn’t have to completely remove the song in the DTA file like Dahnlee had to. I just deleted one digit back to ten and Inis Mona appeared again in the menu and of course I can play the song.
So to me it looks like there is a difference between normal and multitrack songs and there are only ten digits that seems to be save.
I hope that’ll help!
September 5, 2014 at 7:43 am #428594I just asked Espher from the RockBand harmonies project if we could push the PS3 conversion forward to get the same experience like the guys from 360 and Wii.
Hopefully TDCMark can help us to get it running by offering his work in this project or better joining us if he has time to do.
I hope you all are with me to introduce the harmonies project to PS3.
September 6, 2014 at 9:53 am #428661So to me it looks like there is a difference between normal and multitrack songs and there are only ten digits that seems to be saveCool! I would absolutely agree with your conclusion about a limit of ten. In fact, given that we are only a sample of two, I would even recommend backing that down to nine or even eight just to be safe. Just extending the number from seven to eight digits allows for hundreds of millions of songs – I’d be willing to bet that will be enough ” src=”/wp-content/uploads/invision_emoticons/default_SA_smile.gif” />
I hope you all are with me to introduce the harmonies project to PS3ABSOLUTELY!!! Part of the reason I was trying to work around the PS3 encryption was so I could fix the pro-drums on some of the RBN 1.0 songs. Getting that fixed AND getting harmonies would be SWEET!
September 6, 2014 at 10:22 am #428662Cool! I would absolutely agree with your conclusion about a limit of ten. In fact, given that we are only a sample of two, I would even recommend backing that down to nine or even eight just to be safe. Just extending the number from seven to eight digits allows for hundreds of millions of songs – I’d be willing to bet that will be enough ” src=”/wp-content/uploads/invision_emoticons/default_SA_smile.gif” />
I agree, 8 digits are more than enough for our perspective but I have in mind Nemo wanted to know how much digits could be set without getting an error. And for me the answer is not more than ten. ” src=”/wp-content/uploads/invision_emoticons/default_SA_wink.gif” />
September 7, 2014 at 11:38 pm #428744I haven’t heard from TDCMark in a long time, here or on Skype. I don’t know where here is, or if he’s coming back. You might want to push ahead with the RBHP project yourself with espher.
As far as the numeric song IDs, since it’s for you guys. What do you think would work best? There’s a few logistics to work out. For example, if changing the song ID to a numeric value happens at the point of converting from Xbox to PS3, then we’d have potential conflicting song IDs if you’re downloading already converted songs and also converting your own. We can maybe do it at the step where songs are merged into your existing songs. That means the list of used IDs is individual to each player and if you convert and merge (meaning it’s for your own use), then that’s fine, and if you download one and then merge, that should be fine too.
I have limited time to dedicate to thinking this out, so if one of you could think through the best way for you to make this happen, let me know. I’ll try to work on this sometime this week.
September 8, 2014 at 8:10 am #428760As far as the numeric song IDs, since it’s for you guys. What do you think would work best? There’s a few logistics to work out. For example, if changing the song ID to a numeric value happens at the point of converting from Xbox to PS3, then we’d have potential conflicting song IDs if you’re downloading already converted songs and also converting your own. We can maybe do it at the step where songs are merged into your existing songs. That means the list of used IDs is individual to each player and if you convert and merge (meaning it’s for your own use), then that’s fine, and if you download one and then merge, that should be fine too.
I have limited time to dedicate to thinking this out, so if one of you could think through the best way for you to make this happen, let me know. I’ll try to work on this sometime this week.
Is there any way to use a “search and replace” function to look after the existing useless song_id numbers and replace them automtically for one time?
If so, we could run a replacement batch for only the first time to get all existing numbers to the new standard. Probably you could install a separat button at your C3-tools for that action.
After that’s done we would have a clean and save basic for upcoming songs.
When we convert further songs there should be a routine that looks after the last existing song and the song_id of it. The new song just gets the ongoing song_id number and that’s it.
So anybody would have a individual song_id number list that will differ to others but I see no problem on that point.
And by the way, I would prefer to use the range of 1400001 untill 1699999 or so (7 digits) to be on the save side. So we would use the numbers within the standard range that HMX provided once. That’s corresponding to what Dahnlee found out.
September 8, 2014 at 12:27 pm #428762Yeah that works, essentially what I was thinking. I’ll have the change take place when merging. And then add an option to parse an existing songs.dta and replace all song IDs as well. Easy peasy stuff.
Do you really think we’ll need more than 10,000 spaces? I don’t see why we need to go beyond any initial xxx prefix. In which case, which xxx___________do we want to go with?
September 8, 2014 at 12:55 pm #428763Do you really think we’ll need more than 10,000 spaces? I don’t see why we need to go beyond any initial xxx prefix. In which case, which xxx___________do we want to go with?
No, I don’t see any cases where we will need more than 10,000 spaces.
I think it’s just that german thing we always have to be on the super save side… ” src=”/wp-content/uploads/invision_emoticons/default_SA_biggrin.gif” />
What do you mean with “initial xxx prefix”?
September 8, 2014 at 1:35 pm #428765The prefix would be the first three digits. I’d like to pick something that would only be used for customs. Seeing as any prefix leaves us with 9,999 files that person can convert. We should be able to make all customs start with 145 or something and that never changes.
September 8, 2014 at 2:23 pm #428766The prefix would be the first three digits. I’d like to pick something that would only be used for customs. Seeing as any prefix leaves us with 9,999 files that person can convert. We should be able to make all customs start with 145 or something and that never changes.OK, I think I got it.
My theory about using a date-based format turned out to be wrong and I just got lucky that the 1400000-range didn’t cause a conflict with the official DLC on my PS3. As best I can tell, it appears that all numbers between 1100000 and 4900000 should be usable for customs (Below 1100000 you run the risk of duplicating HMX DLC and above 5000000 you run the risk of duplicating RBN DLC).As you may remember Dahnlee wrote we can use numbers between 1100000 and 4900000.
In his songs.dat he sent me he starts with 1400001 and that seems to work.
So why not copy that – let’s use 140xxxx.
September 13, 2014 at 8:32 am #429123Good to see you guys making progress with saving the songs data on customs! Keep up the good work. ” src=”/wp-content/uploads/invision_emoticons/default_SA_smile.gif” />
September 15, 2014 at 12:31 pm #429225The new release of C3 CON Tools (v3.5.0) already has this integrated. I thought I’d copy/paste here something I was discussing with dahnlee (thanks to him for testing this thing!) that clarifies how you should use this new feature and how it’s intended to work:
I don’t have it scanning the existing songs.dta for possible numeric values and continuing from the last one used, as songs.dta files can be quite large once you get a few hundred songs combined.
The idea is the very first time you’re doing this, you get a songs.dta file, change all the numeric values using the batch tool. Then anytime you convert or merge a song, it’ll keep going from the last numeric value the tool used. As long as you use it this way, there’ll never be a conflict. Even if you delete a song from the songs.dta file, that one number won’t have an entry, and new songs get a new number. The alternative would be “filling in” when there are missing numbers. In which case let’s say you have three songs. 1 2 3. You have scores for all three. Delete 2. Add a new song. Now it fills in so what should be song 4 (1 3 4) is back in as 2, and you’ll have mismatching scores in game.
in short:
get your existing songs.dta file, replace all numeric values. then going forward any new songs, make sure to check off “replace song id with numeric value”. that’s how it’s intended to be used.
September 15, 2014 at 12:40 pm #429227Thanks to Dahnlee and TrojanNemo for testing the tool sooner than I could do it! ” src=”/wp-content/uploads/invision_emoticons/default_SA_smile.gif” />
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