[How-To] Playing Customs on PS3
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- This topic has 1,261 replies, 127 voices, and was last updated 8 months, 2 weeks ago by TDCMark.
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November 20, 2014 at 4:41 pm #433218
Basically, as it stands, harmonies mids include the pro drums tracks, keys include harmonies/pro drums, and I think I have it set so pro guitar includes harmonies/keys/pro drums, but I honestly can’t remember.
I think it’s the other way around: keys include all (harmonies, pro guit/bass/drums) and pro guit/bass just the guitar and/or bass but no keys, correct me if I’m wrong.
November 20, 2014 at 4:51 pm #433219Yep, I guess that’s what it does.Probably Nemo can deal with it and build in a search and not destroy existing numeric ID’s…?
It’s a messy system. Specially considering we’re using more digits on PS3 than on Xbox. Try with one of my customs from the C3 Database. Download the Xbox version, convert but DON’T mess with the ID. See if it stores scores with the 10 digit Xbox ID. If so, I’ll re-do the PS3 Converter to work with those and not overwrite existing IDs.
November 20, 2014 at 7:42 pm #433242Yep, I guess that’s what it does.Probably Nemo can deal with it and build in a search and not destroy existing numeric ID’s…?
It’s a messy system. Specially considering we’re using more digits on PS3 than on Xbox. Try with one of my customs from the C3 Database. Download the Xbox version, convert but DON’T mess with the ID. See if it stores scores with the 10 digit Xbox ID. If so, I’ll re-do the PS3 Converter to work with those and not overwrite existing IDs.
Does the grayed out/checked ‘Convert song ID’s…’ box imply that converting defaults to renumbering?
I was not sure why that option was available in 2 places (Tools menu, and PS3 conversion main screen).
Originally I thought the C3 tool automatically did this id conversion to numeric since that option was grayed but checked.
November 20, 2014 at 7:59 pm #433244The checkbox in the main screen is for when you’re converting from Xbox to PS3. The option in the menu is for existing PS3 songs that you already have in PS3 format, if I remember correctly.
November 20, 2014 at 8:22 pm #433248That makes sense.
I downloaded ALL of my PS3 customs (vs. converting CON’s), and after some sampling, they did not appear to save stats.
If they were converted before that feature was added, then they may still be in alphanumeric, hence why running that batch tool fixed the issue of saving.
From your earlier instructions, if I were to convert a CON to check if it saves stats, the tool would’ve applied numeric since the numeric box is hardcoded to be checked.
I’m not sure the XB360 ID would be preserved.
November 21, 2014 at 12:55 am #433267So I had a theory, but not sure how to convey.
I use method 1 to merge on PS3.
I downloaded about 640 customs, merged, and noticed some weren’t saving.
After running the batch numeric job, saving worked.
Running it again the next time I merged caused previous saves to delete.
CON Tools 3.5.1 states “Made merging of newly converted songs and replacing of song IDs with numeric values enabled by default as requested”
So I’m assuming that there are still PS3 songs in the database with alphanumeric ID’s.
Would it be safe to assume that any new songs added to the database would have numeric ID’s already because the converter is set to do that by default?
If so, then my personal problem is fixed.
1. Download my main 640 songs and merge after using the batch job.
2. New songs added each week would not need the batch because they would’ve been converted with a newer version of the tool that fixed the ID issue for PS3. Just merge them and I’m good to go. Any older songs in the database could be reconverted using the latest version of the tool to fix the ID song by song.
Does this make any sense?
If true, then the long term fix would be to either
1. reconvert all the songs in the database using the latest version of the tool ( a true pain in the butt )
or
2. have the tool ONLY change the ID of the songs in the “songs to merge” folder, and leave the existing ID’s alone (I’m assuming this is now how the tool currently handles merging).
November 21, 2014 at 6:07 am #433280I did some testing tonight on PS3 saving and found something.
Here’s what happened.
1. Restored my PS3 gamesave to ‘pre-C3’ state (I made a backup before trying customs)
2. Restored the HMX0756 directory to original 9 song state (backup)
3. Verified RB3 loaded correctly w/o customs
4. Merged 642 songs from the entire, pre-Genesis, library
5. Ran the Tool-Change All Song IDs to Numeric on the songs.dta file in [merged songs] folder
6. Verified customs saved using Consolers of the Lonely (power cycled on PS3). Saves for the 642 seem to work based on this test and some others I ran the night before.
7. Merged 29 Genesis songs into songs.dta and DID NOT run the batch tool (Tools-Change ID…)
8. Genesis songs are NOT saving status
So what I think is happening is that the batch tool seems to work, but the numeric ID assignment during conversion is not.
If I run the ‘Tools-Change All’ batch on the songs.dta AGAIN, the game no longer shows my saves. I’m assuming that all customs now have new ID’s.
If some info from my specific songs.dta file would help, just point me where to look for any debug related data.
November 21, 2014 at 8:16 am #433284Thanks for all the work on your end. I’ll go through your posts tomorrow (Friday) and I’ll see how to fix things. I know both Magma and C3 CON Tools need to be modified a bit more to work better together and get things working in a cleaner way. Hopefully we can accomplish this during the weekend.
November 21, 2014 at 10:59 am #433287It’s a messy system. Specially considering we’re using more digits on PS3 than on Xbox. Try with one of my customs from the C3 Database. Download the Xbox version, convert but DON’T mess with the ID. See if it stores scores with the 10 digit Xbox ID. If so, I’ll re-do the PS3 Converter to work with those and not overwrite existing IDs.
I agree, the system of the PS3 seems to be more complicated than the XBOX’s.
But I have to deal with it. ” src=”/wp-content/uploads/invision_emoticons/default_SA_wink.gif” />
I choosed one of your songs namely Innuendo by Queen to test the stuff.
When I convert it without the auto-numeric function the ID looks like that: ‘song_id’ 1005700167
Next step will be testing the song and look if the score will be stored or not.
I’ll come back to you when it’s done.
Do you know how the XBOX ID numbers where created? I mean, is the ID 1005700167 for instance a random number or does it follow any known scheme?
That would be good to know, because I can remember the PS3 got problems with some kind of number ranges.
Just to think aloud: Is it possible, to add a row in the songs.dat of each origin CON file that contains a fixed song ID (e.g. 1400001)? This song ID had to be unique and commented out as long as the song is not converted to PS3.
So your program could take this number and put it to the song_id line during the conversion process.
This method would avoid any duplicates and could guarantee a specific number would always be linked to the origin song. Moreover I could create PS3 customs that could be downloaded without conversion and just added to the existing songs.dta without recreating anything. This would increase the use of the direct download of converted PS3 songs by far, I guess.
The only things we had to think of is how to deal with the existing 1183 song files and a possibility to handle external CON files.
November 21, 2014 at 3:53 pm #433299Please let me know if you’d like some test run on my end for the save issue.
I love what you folks are doing, keeping this great game alive and kicking.
If I can provide even a little help, it’s a small price to pay for all the great material this group has done.
November 21, 2014 at 10:00 pm #433343Working my way through all the comments now.
From your earlier instructions, if I were to convert a CON to check if it saves stats, the tool would’ve applied numeric since the numeric box is hardcoded to be checked.I’m not sure the XB360 ID would be preserved.
To be clear, the check box has to be enabled AND checked. It’s checked by default, but if it’s disabled (i.e. you can’t uncheck it), it’s because there’s no existing DTA to merge with. At least, that’s how it’s supposed to work.
When I asked to test with the Xbox IDs, I meant to convert to PS3 but not convert the ID. Point being I want to move PS3 users from 7 digits to the 10 digits we’re using on the Xbox.
After running the batch numeric job, saving worked.Running it again the next time I merged caused previous saves to delete.
Going to fix this, it should be skipping them if IDs had already been done. But I want to test with 10 digit Xbox IDs first.
So I’m assuming that there are still PS3 songs in the database with alphanumeric ID’s.
Yep, all songs prior to this addition to the converter will have the stock alphanumeric IDs.
Would it be safe to assume that any new songs added to the database would have numeric ID’s already because the converter is set to do that by default?
That’s the idea. We need our trusty PS3 guy to comment.
2. have the tool ONLY change the ID of the songs in the “songs to merge” folder, and leave the existing ID’s alone (I’m assuming this is now how the tool currently handles merging).
It only affects new songs when being merged, but if you’re running the batch tool on existing PS3 customs it’ll overwrite. Again, i’ll fix it after we confirm that 10 digits also works.
November 21, 2014 at 11:42 pm #433346So what I think is happening is that the batch tool seems to work, but the numeric ID assignment during conversion is not.For the numeric ID assignment during a conversion to work, it needs to be enabled and checked. It is enabled when you have the “Merge new songs with existing” checked. For that in turn to be enabled, there needs to be an existing DTA with existing customs (hence the merging). So if there’s a DTA, and you have merge checked, then the conversion should be enabled and checked. If so, it should work. I’m reworking the whole system now, but you’ll still need to meet those two requirements (enabled and checked).
If I run the ‘Tools-Change All’ batch on the songs.dta AGAIN, the game no longer shows my saves. I’m assuming that all customs now have new ID’s.
Probably. Until now this thing was barreling through and changing all IDs. With this new system I’m working on it’ll only replace them if they’re not already C3-unique numeric IDs.
November 22, 2014 at 12:22 am #433347For the numeric ID assignment during a conversion to work, it needs to be enabled and checked. It is enabled when you have the “Merge new songs with existing” checked. For that in turn to be enabled, there needs to be an existing DTA with existing customs (hence the merging). So if there’s a DTA, and you have merge checked, then the conversion should be enabled and checked. If so, it should work. I’m reworking the whole system now, but you’ll still need to meet those two requirements (enabled and checked).
Probably. Until now this thing was barreling through and changing all IDs. With this new system I’m working on it’ll only replace them if they’re not already C3-unique numeric IDs.
I’ve not done any testing on CON’s that I’ve converted locally.
I can confirm that both boxes are checked with I merged the new content (Genesis) with the DTA.
We are having a party tomorrow, so I anticipate a ton of save data will be generated on the customs I have.
I’ll be curious if everything in the first 642 is working OK.
What’s the location/descriptor in the DTA where the ID is displayed?
I’d be curious what the ID’s are on the first 642 vs. the last 29 (Genesis).
November 22, 2014 at 12:37 am #433348I think I’m understanding what you mean. The process only replaces the IDs with the batch tool or when converting from CON. if you’re merging songs already in PS3 format they should already have the numeric ids and if they don’t, that’s where you’d use the batch process.
In the songs.dta the numeric id will be near the bottom of that song’s entry. The line literally says song_id and is followed by the id.
I’m out for a couple of hours but tonight and this weekend will finish going through the posts i haven’t responded to and finish working on this update. I’ll probably enlist you (Gep) to test the new version since I know hamburgerjung isn’t usually available on the weekends.
November 22, 2014 at 3:06 am #433354Do you know how the XBOX ID numbers where created? I mean, is the ID 1005700167 for instance a random number or does it follow any known scheme?
Well, considering I make it happen, I have to know how it happens? ” src=”/wp-content/uploads/invision_emoticons/default_SA_wink.gif” />
1005700167 means:
1 – prefix we’re using
0057 – author id (me)
00167 – 167th song that I converted with the batch tool
Just to think aloud: Is it possible, to add a row in the songs.dat of each origin CON file that contains a fixed song ID (e.g. 1400001)? This song ID had to be unique and commented out as long as the song is not converted to PS3.
So your program could take this number and put it to the song_id line during the conversion process.
This method would avoid any duplicates and could guarantee a specific number would always be linked to the origin song. Moreover I could create PS3 customs that could be downloaded without conversion and just added to the existing songs.dta without recreating anything. This would increase the use of the direct download of converted PS3 songs by far, I guess.
The only things we had to think of is how to deal with the existing 1183 song files and a possibility to handle external CON files.
None of that is needed if people are using the unique numeric ID when creating the songs, OR using the new system I’m putting into the converter, which is essentially the same batch tool in Magma but modified for PS3 uses.
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