[How-To] Playing Customs on Wii
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December 8, 2015 at 4:55 pm #460496
If anyone has trouble with the millionaire club, I can get it on my own on a couple of songs. Offering my skills to those in need ” src=”/wp-content/uploads/invision_emoticons/default_SA_cheeky.001.gif” />
Autoplay is a nice cheat and personally it’s good as it is. If people could do more (i.e. overdrive) the leaderboards wouldnt mean anything at all.
December 8, 2015 at 5:30 pm #460499Hey, Stack. I wonder, and I may have asked this before:
If I ran a C3 CON through Wii Converter myself instead of the using the Wii file already on the DB, such as my latest failed attempt (“Back in Time” by Huey Lewis and the News on slot 300/1), would that make any difference? Is there anything that Wii Converter may miss on the first try?
Unrelated, “Time of the Season” for Wii slot 302/3 worked beautifully, with all the cameras, lighting, and band movements working well. Props to the author.
Also unrelated, if a code can be found for automatic overdrive, as opposed to controllable overdrive in autoplay, would be a cool idea, and maybe easier to create.
December 8, 2015 at 8:47 pm #460505A reconvert may not do anything, and you can compare the outputs yourself just in case.
A cheat to deploy overdrive sounds a bit more possible. Maybe something that removes the block on it.
December 10, 2015 at 12:51 am #460562I don’t think I can. The cheat barely works as is. I don’t have a reliable enough way to get it to read the autoplay routine only after the first player has been initialized. Or even worse, it’s all or nothing.
Don’t worry the thing’s is hand of help anyways, thanks…
And just for info, I’m working okay with the gens sZGE, sZHE and sZIE with minimal to no problems, Everything’s is in place, But now i’m starting to being short on space, because the dolphin dlc packer can pack more ou less 600 MB for song folder(when I merge folders) and meta have a large size like 10MB+; Did you manage to get to make a .app with the size of 1GB or more? When I try more than 600MB the program crashes…The maximum size I made a “song” ;app is 660MB. More than this the program crashes in the last task(writing file). Another thing. I manage to make work big songs like 60MB+ (the ones with the “vocals” in a songname_short folder)…It was an easy thing…I tried my luck and then worked.
PS: The other generations(sZHE/sZIE) just worked in the Dolphin emulator…I don’t know if they work on the console.
December 10, 2015 at 8:49 pm #460587Console is a different story. Dolphin can be more flexible with that. The file size limitation is on u8it though. A single generation should hold plenty.
December 11, 2015 at 9:58 pm #460614Console is a different story. Dolphin can be more flexible with that. The file size limitation is on u8it though. A single generation should hold plenty.
There are other methods I can use to create a .app file ? Show mi wads crashes with files bigger than 300 mb;
December 11, 2015 at 10:09 pm #460615You can use wszst, so far 1.5gb a pack works no problem, haven’t tested bigger, on dolphin, or another generation than sZAE.
December 13, 2015 at 8:32 am #460675Ok, so a coulpe (hopefully) simple questions:
1) If I delete a song through the game, will the others songs in the same pack be affected in any way?
2) Is there any way to get the .bins and convert them to .apps? My 32gb SD card is almost full and I’m thinking of a way to switch to virtual NAND without having to redownload the official DLCs I already have one by one.
Thanks!
December 13, 2015 at 5:04 pm #460688Simple answer is just don’t delete songs in-game when you have customs. Something will probably go wrong.
You can unpack .bin files back to .app, but only for sZAE-sZFE. The encryption for RB3 generations of sZJE-sZME .bin files was never figured out. You’d have to redownload them after you’ve set up the virtual NAND. You can use the table of DLC I posted earlier to find out which DLC that falls under.
December 13, 2015 at 8:10 pm #460695Hey Stack, is RockBiink the only way to reduce file sizes?
December 13, 2015 at 8:31 pm #460697Hey Stack, is RockBiink the only way to reduce file sizes?
I never got RockBiink to work, so what I did was make a “dummy” magma file, import the audio I want to use, and then build the custom, convert to Wii, and I can easily pull the out .mogg, copy and rename it to where I want it. Also, you can open the .dta and copy the audio configuration stuff.
December 14, 2015 at 12:26 am #460701You don’t even need to fiddle with the DTA. Just use Magma to create a new audio and replace the old one with the new one. (Just make sure it is synced with the MIDI file, of course.)
Not only you can choose to downgrade quality prior to reaper, but you can also downgrade it in reaper. I don’t know what exactly causes stuttering (some songs don’t have stems and still lags) but you should be able to fix it no matter what is the cause with less quality.
I have a feeling though that those 1mb+ MIDI files doesn’t help.
December 14, 2015 at 4:25 pm #460723RockBiink gives you finer control over the audio quality. It also helps you on the DTA part if the number of tracks changes.
December 14, 2015 at 5:19 pm #460727I have a feeling though that those 1mb+ MIDI files doesn’t help.
Magma won’t compile a MIDI file over 1MB in file size so yeah, it’s going to be problematic.
December 14, 2015 at 6:43 pm #460729RockBiink gives you finer control over the audio quality. It also helps you on the DTA part if the number of tracks changes.
That’s what I meant though, magma offers the same help with the DTA.
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