[How-To] Playing Customs on Wii
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September 2, 2019 at 1:43 pm #506945
I downloaded and opened RockBiink, but I don’t know what to do with it. Does not seem to work with a con file… ?
I’ll see if I can do something with Magma and the converted files, but I’m completely new with it and not sure that’s the correct method.
September 2, 2019 at 3:18 pm #506947RockBiink is tailored to be used on Wii audio files, so you would need to give it the audio file after converting to Wii format. CON files are xbox format and therefore are irrelevant for wii until conversion.
As for the actual usage of RockBiink, I am clueless as I have never actually used it, but many people around here have.
September 10, 2019 at 9:10 am #507062AnonymousI downloaded and opened RockBiink, but I don’t know what to do with it. Does not seem to work with a con file… ?
I’ll see if I can do something with Magma and the converted files, but I’m completely new with it and not sure that’s the correct method.
Reposting:
At last, here is a very in-depth guide to using RockBiink 1.0. I hope everything is clear and concise. Ask questions if you have them.
Using RockBiink
RockBiink is a tool to help you generate RAD Batch List (.rlst) files for use with the RAD Video Tools. The list files build Rock Band-compatible Bink Audio (.bik) files for use in customs. You may want to do this if you don’t want to downmix a multitrack custom in Magma or want finer control in the final output file size to help meet the 40 MB audio size limit.
To use this, you must have the RAD Video Tools installed. This tool was written with Bink version 1.99 in mind. Newer versions may work, but have not been tested.
Here is what RockBiink looks like upon launch.
Put that aside and find the user-authored custom you want to reduce. If you have a CON file, simply run it through the Wii Converter in C3 CON Tools. You’ll get all the files you need this way. In RockBiink, click the button to the right of Update DTA. In the open file dialog, find the songs.dta file that the Wii Converter extracted for you and select it.
Next, another dialog will appear. If you have multiple customs inside a DTA, this lets you choose just the one you want to update in RockBiink. Choose your custom and load it. Now the instruments have been checked according to the audio mix specified in the DTA.
If a song has more than a stereo track for Drums, a dialog will appear reminding you that only 2 tracks are supported in RockBiink. After all, if you need to cut back on file size, you can’t waste it on a full drum mix. Panning and volume data is not preserved.
Right now, it says this custom has: Stereo Drums, Stereo Bass, Stereo Guitar, Stereo Keys, and Stereo Backing. This will be your reference for when you open the mogg file next. Find the mogg file in the song folder and open it in Audacity.
Here is a preview of what this custom’s multitrack looks like. It’s stereo all the way down, in the same order as above.
General rule of thumb is Drums always go stereo. If it’s a 6 track configuration of stereo kick, stereo snare, stereo cymbals, make them stereo, then select the 3 tracks and mix them together. If you’re absolutely desperate for file size and have already exhausted all the options below, then you can make drums mono. This is not recommended since Drums suffer heavily from going mono.
Next, Bass is mono 95% of the time. You can tell because the wave forms are very similar to each other. To make it mono, first make the tracks stereo by clicking the tab of the first Bass track, then choose the Make Stereo Track option. Select the new track and go to Tracks > Stereo Track To Mono.
Guitar is stereo much more often than not. In this case, the tracks are very similar, but you’d lose a certain richness in the sound if it went mono. You may find that often times guitar tracks have very notable differences, such as a panning to the left or right in different parts. You won’t want to make the guitar tracks mono in this case because the resulting audio won’t sound very true to the original.
Though this example doesn’t have Vocals, Vocals go mono more often as well. As they’re usually centered, you don’t lose to much if it’s mono. And for songs that have very few vocals, it’s a sure way to cut down on file size without compromising the overall quality. Reverb effects or certain harmony parts might get muddled if you’re going mono on this.
Keys can vary. Like Guitar, they may have panning requirements that would be lost in a mono mix. Only downmix to mono if the parts look very similar and the audio sounds comparable. And for songs with fewer keys, reducing them to mono may be an option to consider.
Backing is also very situational. Here is this custom’s backing audio. The non-playable parts should end up here most of the time. If there’s a lot going on, like another guitar that isn’t charted, then the same rules from Guitar above apply because you don’t want to lose the good sound. It’s easier to justify making Backing go mono because you may not notice it as well as the others since you’re not playing it. In this example, the audio seems to have a slant to the right channel. Except for the middle part, you can go for a smaller file size making this mono and setting the pan values in the DTA at the end manually. This helps the audio sound closer to the original because the original wasn’t centered panned.
Your goal should be 8-9 tracks or fewer, if reasonably possible.
Now that the audio is accounted for, go back to the top and export each individual track. Do not export audio paired as stereo. This is contrary to how it’s done in Magma. Start with Drums. The first track can be called “Drums L”. Save it as a WAV and continue. The next one can be called “Drums R”. Do this for the rest of the tracks.
Now that you have the audio ready, go back to RockBiink. Drag and drop the audio files to their matching text box. Now that the mix has changed, uncheck boxes as necessary. For example, Bass is now mono, so uncheck the “Bass ®” check box and “Bass (L)” becomes “Bass (M)”.
Here’s what RockBiink looks like now. Everything is ready to go. Of course, since the point is to reduce file size, you may lower the Sample Rate a tad if you anticipate to need it. Quality can also be nudged higher for some more lossiness, if you need it.
When you’re ready, click Generate RAD Batch List. RockBiink will attempt to update your DTA. If something goes wrong, it will say so (but also tell me why that happened). Then, it will ask you where to save the Batch List. This can be saved anywhere convenient. After that, you have the option to run the script right away.
RAD Batch Editor should open now. Run the script by clicking Start. If you get an error about bink.exe not being found, you might need to enable the binkc option in RockBiink. This is because at some point, the bink executable was renamed to binkc.exe
If the script failed to find a file, you may have to actually find your saved script and run it from there.
If everything succeeded, you should have a Bink file in the same folder as the Audio. You should see a notable reduction in the file size of the Bink compared to the mogg. For this already small example, I got it down to 3.81 MB from to the original 5.61 MB. To test the audio quality, you can playback the bink file in VLC or with radvideo.exe which came with the installation of RAD Video Tools.
In the meta folder of the Wii converted custom, there’s now a songs_new.dta file next to the original songs.dta file if you enabled Update DTA. Verify the mix data and make sure the volume and pan values are what you want them to be. Then you can erase the old DTA file and rename the new DTA.
You’re done. That’s it. You now have a Wii-exclusive Bink file to replace your mogg that should be free of any potential hiccup problems. Again, if you have any questions or run into any problems, I’ll do my best to fix it. This thing has become a mess to maintain, but it’s worked for what I need and I hope it works for other users’ needs. It definitely should work in game because it worked for me.
The latest RAD Tools works with the latest RockBiink, if you choose binkc.
September 11, 2019 at 11:06 pm #507070Anyone know if you can convert Wii to CON?
September 12, 2019 at 12:05 am #507071It’s possible, assuming you didn’t lost the files before making bin files out of it, but it will wake quite alot of work, there’s no one clic solution so yea. You basically will need to study the content of a CON file and reproduce that with your Wii files. Easier said than done.
September 14, 2019 at 11:08 am #507120Reposting:
The latest RAD Tools works with the latest RockBiink, if you choose binkc.
I saw this tutorial, but thanks for your help.
I tried various things with no success. My mogg file in audacity is around half a second and when I used it anyway and followed the process, the song did not appear in the Wii. I opened other mogg files from songs I have and played, some look normal and some are the same random sound.
September 14, 2019 at 12:12 pm #507121AnonymousI tried various things with no success. My mogg file in audacity is around half a second and when I used it anyway and followed the process, the song did not appear in the Wii. I opened other mogg files from songs I have and played, some look normal and some are the same random sound.
I’ve tried to avoid this, but seeing that you need help… I think you should take a look at this: https://gitlab.com/HarvHouHacker/rock-band-customs/snippets/1844058#my-song-is-not-appearing
September 14, 2019 at 4:13 pm #507124AnonymousHello everyone,
I have a question:
When I play some multi-tracks songs on the Wii the notes stop and the music rewind, and then is normal again, but in a few seconds it happens again.
There is a way to modified this on Magma C3?
I have the same problem with a few songs from the C3 database (for example Antisocial-Trust or Is it any wonder-Keane) and no idea how to fix it.
Can someone help me ? ” src=”/wp-content/uploads/invision_emoticons/default_SA_smile.gif” />
This has happened to me before; usually it’s because the rate of the song is too fast or too slow. Most official songs are 28000 Hz. If it’s a MOGG format, I suggest using Audacity to open it as a multi-track file, change the project rate to 28000, save it as a multi-track OGG, and then use OGG2MOGG to convert it back to a MOGG using the original header. OR, save the song as several 16-bit PCM WAVs, then combine them into a BIK using RockBiink.
September 14, 2019 at 5:11 pm #507126Just chiming in there that opening mogg files in Audacity will only work with unecrypted mogg files. Most multi-tracked moggs are encrypted.
September 15, 2019 at 9:09 am #507147I’m not sure I can do anything in Audacity with my mogg files. The 3 songs I have problem with look like some random sound of around one second, I can’t hear the music.
Maybe the moggs are encrypted as Alternity said.
September 27, 2019 at 4:59 pm #507286AnonymousLoading DLC
Virtual NAND users can access their Wii’s file system right through the PC upon hooking up the drive. In your NAND, navigate to title/00010005/735a4645 and put the DLC files in there. If the folder doesn’t exist, create it. Make sure the title.tmd file and 00000026.app file is in there and let it overwrite whatever was in there.
My question here is very simple and totally easy to understand. Where are these two files? 00000026.app and title.tmdIn my case, in the nands folder there is only the title/00010005/It is said that you need to create the 735a4645 folder, but you need these two files which are nonexistent. how to proceed?September 30, 2019 at 5:41 am #507300Can anyone help me?
After having almost 850 songs downloaded (official and custom) on my SD card, I can’t put another one. I don’t really know why. I’m in the sZGE file and I have exactly 248 files in that folder. No matter what I add, when Rock Band tries to refresh the list, it says the SD card is corrupted, but the funny part is that ALL the other downloaded songs work no problem and Wii just deletes all other files I put in this folder.
For example: if I add 249.bin and 250.bin, when I try to load them, Wii says the SD card is corrupted (even though it is not), delete these files…
Can anybody help me? Have I reached Wii’s song limity?
October 31, 2019 at 8:08 pm #507685AnonymousWhere i suppose to put the app files on virtual NAND method? In 735a4645 (root), content or data folder?
November 1, 2019 at 3:53 pm #507694AnonymousIs it to paste the files from the content folder and play in the root and then delete the two subfolders?
December 20, 2019 at 7:49 pm #508542Is there a video tutorial on how to do this? I am very confused but i really want custom songs
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