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July 28, 2018 at 4:05 pm in reply to: How can I get a list of all the songs I own on the console included all I’ve downloaded from here and the official store? (360? #499959
RB3 Cache Exporter – Is this what you are looking for?
Sounds good and cannot wait for the next update. Also, great work on the entire project. There were so many killer pre-RB3 songs that I bought that made every release of this project worthwhile.
Alright, I’m 100% sure I’m doing this right, because ALL of my songs spoofed with harmonies work, expect for The Broken by Coheed and Cambria. It’s freezing on the loading screen. The weird part is that I got other songs spoofed inside the same BIN file, and those all work. PLUS, if I just remove The Broken’s (vocal_parts 3) line from that spoofed songs.dta file, it will obliviously works but disables the harmonies. It looked like the upgraded .mid was a possible problem in the past for XBOX users, but I’m curious if anyone else got The Broken to work or if it’s just broken. pun totally intended :}
Alright, I guess that I’m going back to loading songs from the SD since it was much simpler and it just worked. Thanks for everyone’s input!!
The game freezing on hover is a bit concerning because I don’t get it often enough to understand why it happens. Are meta files being kept under 500 KB? Which songs cause this issue?At the moment I only have about 10 custom songs in and their _meta contents are all under 500KB. It mostly happens to the store bought songs since there is much more of them then customs.
I had the freezing with high pitch issue even before I softmodded the Wii. I figured it was the Wii version of Rock Band 3 being a buggy rush job. Sometimes it was as a song was going on, or when navigating menus and it does a sound loop hang, or when a goal was achieved, or that period between the song finishing and the results screen showing up. All before I even started with my softmodding/customs adventure.Same for me too, but that was occasionally. Since I started the loading the game through the virtual nand, it became MUCH more frequent. For instance, when I go through the song select menu and just preview the audio, it will usually freeze with the high pitch sound on the 20th or 30th one I preview. Then I would have to hold the power button for 5 seconds to shut it down.
Alright, I decided to start loading my customs using virtual nand on a SD card. Its works great in quickly loading the customs, but noticed the game randomly freezes and produces that high-pitch sound A LOT more often. Especially when I I try to load up a song’s (customs or the ones I bought) album art or preview file on the song list screen. When I restart my Wii to check to see the it will freeze on that song again, it doesn’t… but crashes on another song down the list. I’m completely puzzled.
Anyway I’m using USB Loader GX v3.0 rev 1247. RB3 is being launched from a USB drive on ISO249 with full nand emulation enabled. Here’s my sysCheck:
SysCheck v2.3.2 HacksDen Edition by JoostinOnline, Double_A, R2-D2199, and Nano
...runs on vIOS58 (rev 6176).
Region: NTSC-U
System Menu 4.3U (v513)
Priiloader installed
Drive date: 09.07.2006
Homebrew Channel 1.1.2 running on IOS58
Hollywood v0x11
Console ID: 43051846
Console Type: Wii
Shop Channel Country: United States (49)
Boot2 v4
Found 79 titles.
Found 55 IOS on this console. 5 of them are stub.
IOS4 (rev 65280): Stub
IOS9 (rev 54321): Trucha Bug
IOS10 (rev 768): Stub
IOS11 (rev 54321): Trucha Bug
IOS12 (rev 526): Trucha Bug
IOS13 (rev 1032): Trucha Bug
IOS14 (rev 1032): Trucha Bug
IOS15 (rev 1032): Trucha Bug
IOS16 (rev 54321): Trucha Bug, ES Identify, Flash Access, NAND Access
IOS17 (rev 1032): Trucha Bug
IOS20 (rev 54321): Trucha Bug
IOS21 (rev 1039): Trucha Bug
IOS22 (rev 1294): Trucha Bug
IOS28 (rev 1807): Trucha Bug
IOS30 (rev 54321): Trucha Bug
IOS31 (rev 3608): Trucha Bug
IOS33 (rev 3608): Trucha Bug
IOS34 (rev 3608): Trucha Bug
IOS35 (rev 3608): Trucha Bug
IOS36 (rev 54321): Trucha Bug, ES Identify, NAND Access
IOS37 (rev 5663): Trucha Bug
IOS38 (rev 4124): Trucha Bug
IOS40 (rev 3072): Stub
IOS41 (rev 3607): No Patches
IOS43 (rev 3607): No Patches
IOS45 (rev 3607): No Patches
IOS46 (rev 3607): No Patches
IOS48 (rev 4124): No Patches
IOS50 (rev 54321): Trucha Bug
IOS51 (rev 4864): Stub
IOS52 (rev 5888): Stub
IOS53 (rev 5663): Trucha Bug
IOS55 (rev 5663): Trucha Bug
IOS56 (rev 5662): Trucha Bug
IOS57 (rev 5919): Trucha Bug
IOS58 (rev 6176): USB 2.0
IOS60 (rev 54321): Trucha Bug
IOS61 (rev 5662): No Patches
IOS62 (rev 6430): Trucha Bug
IOS70 (rev 54321): Trucha Bug
IOS80 (rev 54321): Trucha Bug
IOS90 (rev 54321): Trucha Bug
IOS202[60] (rev 65535, Info: hermesrodries-v6): Trucha Bug, NAND Access, USB 2.0
IOS222[38+37] (rev 4, Info: hermes-v4): Trucha Bug, ES Identify, NAND Access, USB 2.0
IOS223[38+37] (rev 4, Info: hermes-v4): Trucha Bug, ES Identify, NAND Access, USB 2.0
IOS224[57] (rev 65535, Info: hermesrodries-v6): Trucha Bug, NAND Access, USB 2.0
IOS236 (rev 54321): Trucha Bug, ES Identify, NAND Access
IOS245[37] (rev 21008, Info: d2x-v8final): Trucha Bug, NAND Access, USB 2.0
IOS246[38] (rev 21008, Info: d2x-v8final): Trucha Bug, ES Identify, NAND Access
IOS247[53] (rev 21008, Info: d2x-v8final): Trucha Bug, NAND Access, USB 2.0
IOS248[55] (rev 21008, Info: d2x-v8final): Trucha Bug, NAND Access, USB 2.0
IOS249[56] (rev 21008, Info: d2x-v8final): Trucha Bug, NAND Access, USB 2.0
IOS250 (rev 65535): Trucha Bug, ES Identify, NAND Access, USB 2.0
IOS251[58] (rev 21008, Info: d2x-v8final): Trucha Bug, NAND Access, USB 2.0
IOS254 (rev 65281): BootMii
BC v6
MIOS v65535
Report generated on 05/23/2015.I have noticed a lot of people start to use virtual nand emulation for loading their customs on this thread, but noticed no complains like this yet. I’m curious on what everyone else is using to do this because I don’t know if something is wrong with my Wii’s setup or what but something is just completely wrong.
Ever since the updated, the upgrade bundler isn’t combining CON files with upgraded MIDI files from RBHP. It’s literally just ignoring any MIDIs on the right. With everything under the options checked but “Only add new tracks, don’t overwrite existing” I try:
It isn’t giving any errors and even says that the MIDI files were combined successfully. Yet the original and bundled MIDIs are the exact same size. I just feel that I’m out of luck.
Did I ever post this? This is the latest version of RockBiink.
It’s still doesn’t have all the features but it can really assist in building the Batch List files needed to run with Bink. Seeing as how newer builds of Bink started using binkc.exe, I’ve modified the tool to let you switch what executable to have it look for. You’ll get better results if you run the list from the folder where all the executables for Bink are. Then at least things shouldn’t be missing.
Alright, I got RockBiink to successfully convert my .wav’s into .bik and moved them in the place of the .mogg in the _song folder. However, when the song loads in the game, the music is playing at a much slower speed then the notes. I know something is setup completely wrong.
Here’s my RockBiink setup:
Here’s the track info from songs.dta:
(tracks
((drum (0 1 2 3))
(bass 4)
(guitar (5 6))
(vocals (7 )
)
)The the split multitrack .wav’s are saved as stereo 16-bit PCM at 36000Hz through Audacity (with the exception of the bass track). Also, what exactly goes in mono track blank in RockBiink. I’m pretty sure it shouldn’t it be a mute track.
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 /R32000This 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.
Can you elaborate more on using RAD Video? When I try using it I get the following errors:
From what I understand the first line didn’t execute so It never created a ‘dummy.bik’ file. Was your tests done on an earlier version because it feels like the ‘bink’ command isn’t recognized or do I have the folders in the wrong location.
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