[How-To] Playing Customs on Wii

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  • #413257

    Well, i’m obviously doing something very wrong. Because i can’t find a working sZFP WAD <img decoding=” src=”/wp-content/uploads/invision_emoticons/default_SA_frown.gif” />

    Working? The videos should tell you how to install it and how it should respond. They’re usually all bundled together with other generation WADs.

    Well, i can’t get my hands on another one (I’ve looked everywhere, just dead links) and the one i have refuses to install under any IOS (Error -1022), tried resigning it and it says its a bad package. Hence the “not working.”

    Could i possibly download it from RB in some way? As it is a RB package…

    #413268
    StackOverflow0x
    Participant

      Isn’t error -1022 the expected error? Have you tried loading a built file afterwards?

      #413275
      Isn’t error -1022 the expected error? Have you tried loading a built file afterwards?

      Yeah but it was saying failed on the 2nd of 11 parts. Seems to be working however, so all good.

       

      Now to figure out how to create and use my own Customs!

      #413369

      before i start with my problem i must say your hard work is greatly appreciated, by a lot of people.

       

      now i can get all the wii customs working, but when i use lefluffie to conver xbox songs, they show up, album art to, but no preview will play and it locks up after a few seconds at the loading screen.

       

      i searched and couldn’t find anyone with that problem. i just drag&drop, and treat the created folders the same as the wii customs i get from here right? seems like it should work, but doesn’t. i keep thinking i am missing a step somewhere :what:

      #413372

      I too have had this problem. One of the 2 songs I converted and packaged together was able to load, but every 15-20s it would stall, but still register drum hits, breaking my combo. The other song would lock up the wii while loading the song. I think I read that if it fails to load like that its a problem with the midi. I’ve also had that problem with the wii converted versions of “What is Love” by Haddaway and “Assassin” by Muse.

      #413389
      StackOverflow0x
      Participant
        before i start with my problem i must say your hard work is greatly appreciated, by a lot of people.

         

        now i can get all the wii customs working, but when i use lefluffie to conver xbox songs, they show up, album art to, but no preview will play and it locks up after a few seconds at the loading screen.

         

        i searched and couldn’t find anyone with that problem. i just drag&drop, and treat the created folders the same as the wii customs i get from here right? seems like it should work, but doesn’t. i keep thinking i am missing a step somewhere :what:

        Xbox converts should not be freezing at the loading screen. In the log, is it saying anything about converting the venue? That sometimes can fail and cause that to happen. The mogg shouldn’t be more than 40MB, but if that happened, it wouldn’t crash.

         

        I too have had this problem. One of the 2 songs I converted and packaged together was able to load, but every 15-20s it would stall, but still register drum hits, breaking my combo. The other song would lock up the wii while loading the song. I think I read that if it fails to load like that its a problem with the midi. I’ve also had that problem with the wii converted versions of “What is Love” by Haddaway and “Assassin” by Muse.

        That constant stuttering is a problem with the Wii’s memory limitation. Too many high-quality tracks (usually 8+ tracks at 44 KHz) will make the game stutter randomly. The only solution is to use lower-quality audio or merge tracks down to get closer to 8 or 9 tracks.

        #413399

        Xbox converts should not be freezing at the loading screen. In the log, is it saying anything about converting the venue? That sometimes can fail and cause that to happen. The mogg shouldn’t be more than 40MB, but if that happened, it wouldn’t crash.

        i dropped in the original midis and now they work, still no previews and some tracks do that stuttering, but i think i can fix those by making new audio myself…? :raise:

        #413414
        StackOverflow0x
        Participant

          Xbox converts should not be freezing at the loading screen. In the log, is it saying anything about converting the venue? That sometimes can fail and cause that to happen. The mogg shouldn’t be more than 40MB, but if that happened, it wouldn’t crash.

          i dropped in the original midis and now they work, still no previews and some tracks do that stuttering, but i think i can fix those by making new audio myself…? :raise:

          Getting audio that’s suitable as a replacement is probably the biggest issue. It’s not too trivial.

          However, you’ll have to also make your own preview file. The game always expects to find a preview mogg first, or it won’t play anything.

          #413417

          Anyone had any success with opening the Xbox DLC MOGG/MIDI for modification? Both seem to be encrypted or something to me, Audacity and Reason refuse to import them and i want to cut the MOGG size down so it stops lagging <img decoding=” src=”/wp-content/uploads/invision_emoticons/default_SA_frown.gif” />

          #413461
          StackOverflow0x
          Participant
            Anyone had any success with opening the Xbox DLC MOGG/MIDI for modification? Both seem to be encrypted or something to me, Audacity and Reason refuse to import them and i want to cut the MOGG size down so it stops lagging <img decoding=” src=”/wp-content/uploads/invision_emoticons/default_SA_frown.gif” />

            Newer DLC can’t be decrypted to do this, so therein lies the biggest issue. The midi should be fine in either case.

            #413503
            Anyone had any success with opening the Xbox DLC MOGG/MIDI for modification? Both seem to be encrypted or something to me, Audacity and Reason refuse to import them and i want to cut the MOGG size down so it stops lagging <img decoding=” src=”/wp-content/uploads/invision_emoticons/default_SA_frown.gif” />

            Newer DLC can’t be decrypted to do this, so therein lies the biggest issue. The midi should be fine in either case.

            oh damn, guess i’ll have to combine all the tracks or something.

            #413774

            Ok, well I tried loading packed PAL content onto an un-modded, clean Wii. No joy.

             

            Now, can I softmod my Wii (version 4.3E Pal) using this method as it seems straight forward vs that other post from page 1 which seems massively complicated……..

             

            http://lifehacker.com/5830367/how-to-ha … ve-minutes

             

            If anyone else out there has added custom songs into a PAL version, can they get in touch and help.

             

            The packing thing I think I have got down, but confirmation would be welcome.

            #413775
            If anyone else out there has added custom songs into a PAL version, can they get in touch and help.

             

            The packing thing I think I have got down, but confirmation would be welcome.

            Reporting in!

            I have no issues, even with songs that don’t work. it recognizes that the packages are there. I am modded and installed the required WAD however.

             

            Also, if you wanna softmod, just use Modmii.

            #413791

            I’m having trouble. When I put my packed DLC on my SD card and load up RB3, I get a message that says “License for this add-on content has been deleted” or something like that. After looking through this thread, I found out that you need to have at least one DLC from the sZFE generation, since that’s the folder I specified in the songs.dta file. I don’t have DLC from the sZFE generation; however, I do have some from SZCE, SZEE, and SZJE. Can I specify sZJE in the songs.dta file of my custom instead of sZFE?

            #413811
            StackOverflow0x
            Participant
              I’m having trouble. When I put my packed DLC on my SD card and load up RB3, I get a message that says “License for this add-on content has been deleted” or something like that. After looking through this thread, I found out that you need to have at least one DLC from the sZFE generation, since that’s the folder I specified in the songs.dta file. I don’t have DLC from the sZFE generation; however, I do have some from SZCE, SZEE, and SZJE. Can I specify sZJE in the songs.dta file of my custom instead of sZFE?

              I wouldn’t recommend that since you would be overwriting songs at that point. Ideally, you should have the sZFE WAD installed so it could let you load the DLC. Plus, the files provided expect the working generation to be sZFE. If you can gather the necessary files for the other generations to replicate exactly what I’m doing with sZFE, try it. It would require much more experimentation though.

               

              Unrelated, for those who have had to downmix multitracks that are not custom songs, there is now another option. Using the RAD Video Tools, you can produce your own multitrack BINK files to use instead of moggs. As far as I’m aware, you don’t get the pause/desync glitch this way because there is no mogg header to worry about. Observe this working code.

              bink Audio.wav Audiodummy.bik /d950000 /m3.0 /O /l4 /p8 /r32000 /b16 /c1
              binkmix Audiodummy.bik Audio.wav Audionewmix.bik /T0 /O /L4 /R32000
              binkmix Audionewmix.bik Audio1.wav Audionewmix.bik /T1 /O /L4 /R32000
              binkmix Audionewmix.bik Audio2.wav Audionewmix.bik /T2 /O /L4 /R32000
              binkmix Audionewmix.bik Audio3.wav Audionewmix.bik /T3 /O /L4 /R32000
              binkmix Audionewmix.bik Audio4.wav Audionewmix.bik /T4 /O /L4 /R32000
              binkmix Audionewmix.bik Audio5.wav Audionewmix.bik /T5 /O /L4 /R32000
              binkmix Audionewmix.bik Audio6.wav Audionewmix.bik /T6 /O /L4 /R32000
              binkmix Audionewmix.bik Audio7.wav Audionewmix.bik /T7 /O /L4 /R32000
              binkmix Audionewmix.bik Audio8.wav Audionewmix.bik /T8 /O /L4 /R32000

              This expects you to rip the audio tracks from a mogg and name them in order as 0.wav, 1.wav, etc. You’d use the DTA to let the numbers stand in for the instrument parts. This code expects the files to be in a folder named Audio. It outputs a newmix.bik file which you can rename and use in place of a mogg file. L is compression quality and 4 is acceptable. I think even 10 sounded really bad. R is the audio rate, which downsamples it to a passable 32000 Hz. You need to paste this code in the Batch window that pops up when you click that button in the RAD Video Tools application. Also, I believe this only works on Wii and not Xbox or PS3.

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