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I have a version 1.8b you can use. It’s been updated from time to time over the year, but nothing major. See if that fixes your issue.
http://dl.c3universe.com/631d52499f6144.22446045August 31, 2022 at 4:17 am in reply to: StackOverflow’s Customs – Paper Mario Origami King Pack #521884Finally, after nearly 2 years of no releases, I’m back with 3 more customs that I had started quite a while ago.
This next pack focuses on Pokémon Masters, a mobile game released in 2019 that, like many other games in its space, is a crossover gacha-type game. The game features hundreds of characters, and with that, music from all over the Pokémon series uniquely-remixed for the game. And often times, this means remixed in a more rock-heavy style than the original.
These tracks were produced and released on YouTube through the game’s official account about 2 years ago to celebrate the then-first anniversary. These were released with official sheet music as well, though my inability to read them meant it was very little help.Another note, these tracks are not actually featured in the game, but are based on the renditions found in the game, though with a more “band” style, as the original video description implies.
Anyway, now as the game celebrates its third anniversary, these are finally ready for release!
This one really opens with a bang! Based on the Gym Leader battle theme from the original Pokémon Red and Blue games on the Game Boy, it also sounds almost nothing like it as the game’s rendition, as with a lot of the remixed tracks, adds a bit of its own original take to spice things up. Definitely fun on all instruments. Even Bass gets a solo, which is rare!
The iconic Champion Cynthia’s battle theme, from the Pokémon Diamond and Pearl games. The tense and dramatic keys are tricky and fun to play. It strays a bit from the original, of course, but it helps keep the pace up. And no, that’s not a mistake. This track does not have a Guitar part. Keys player’s delight here.
The even more dramatic battle theme of Red, from the Pokémon Gold and Silver games. You had to be there back in the day to find the protagonist of the first game at the end of the last cave in the game, where he challenges you and this plays. This version leans heavily on the violin part, and some horns. It builds tension throughout before culminating to the ending. This actually has a fairly challenging Bass part, too.That’s it for now. I have more stuff in the works I hope to finish and release.
The latest RockBiink 2.0 beta is this thread.
RockBiink 2.0 (Beta 1) – A tool to help make multitrack Bink files
why do heavy customs, the ones that have multitracks, continue to crash even in app format? I thought they only happened by the SD method, is it because they are encrypted?
Do you mean crashing as in, the game locks up? That could be a problem with the DTA or any of the song files, which would be loaded after loading finishes.
I’m still having issues trying to get the Fast Startup code to work on my Wii with USBLoaderGX and Ocarina. The loader successfully makes the .gct file and I’ve ensured that the spacing in the text file is correct, but it either only skips the MTV screen partially, or doesn’t skip anything at all. Here are some things I’ve tried:
– Changing the hooktype in both loader settings and game settings to every possible option
– Removing the hooktype specifier in the .txt file
– Ensuring that Ocarina is on in both the game and loader settings
– Changing cheat paths from the SD Card to the USB Loader itself
– Manually typing out the code in case a formatting error occurredCould it have something to do with the actual text format in the SZBE69.txt file? I make the text file in Notepad which has UTF-8 encoding. I’m running out of ideas on what the issue could possibly be. My game ios is 249 and loader ios is 58 if that has an impact. Thanks for any help!
I think the codes are the same for NTSC and PAL versions, but in case they aren’t, which version of the game are you running? The code file format looks all right and basic Notepad editing is fine.
There is a slightly newer code you could try though. It skips the intro video automatically as well.20b39ed0 80805847 04b39ed4 00000000 e0000000 00000000 20b39ee0 80805868 04b39ee0 80805847 04b39ee4 00000000 e0000000 00000000 20b39ef0 808058d9 04b39ef0 80805847 04b39ef4 00000000 e0000000 00000000 20b39f00 92fecd00 04b39f04 00000000 e0000000 00000000 0488c0a4 80573484
The vols section of the DTA controls the volume. You can only lower volume and not raise it. The array of numbers correspond to the tracks in the mogg file. The part above it tells you which instrument corresponds to which track in a song. So if it says “3 4” for Guitar, that means tracks 3 and 4 are the guitar audio. In the vols section, the volume for those tracks would be the third and fourth number, if you start counting from 0.
Hotfix now uploaded. Same version, 1.7. It seems the midi venue wasn’t being converted when run through the command line. This should be fixed now, for CON and Wii files. Also, command line mode should now work on individual CON files, not just a folder of them.
Oh wow, I was looking for this the past couple of videos I recorded. I knew there was a way, but didn’t remember how it was done.
So if anyone is doing this on charts recorded on Dolphin, you can use the Custom Texture option in the emulator, then have it replace your own custom art with something else.
Thanks to Ethanr3912 for his suggestions and testing the new features, MiloMod 1.7 is now ready for release. This is a big update. Here’s what’s new.
MiloMod 1.7 Change Log
Fixed Command Line Mode with better processing of optional arguments. These may not even have worked at all before.
Added the option to customize the game origin override in the GUI. This is also supported as a command line argument. You can type in anything to use as a game_origin value in the DTA, though keep it as one word. To use it in Command Line Mode, the argument is “-gameOrigin” followed by a space and the value you want to use (as one word, of course).
Command Line Mode now allows batch converting of CON files! Usage is the same as processing Wii folders. Just point it to a folder of CON files and it will process them all. Also, any files which already had their Milo files converted will be skipped, allowing game origin and Midi venue removal to be done on different passes.
In the GUI mode, a menu strip has been added to include menu options and instructions on using the Command Line Mode. New features will be added here in future releases.
Also in Command Line Mode, backup folders are created automatically as needed instead of crashing when they’re not found.
Here’s an example of a command line… command that is supported. Optional arguments are anything after the path to the folder and are case sensitive.
milomod "pathtofolder" -gameOrigin mycustomgameorigin -noMidiVenueOn the Wii version, I have a code that allows you to choose the stage. Not sure about how something like that would be ported to other consoles though.
If you do want to bypass this though, I think an override midi will do it, but it’s messy. I remember doing this on my custom for “Intermission” and possibly for a Wii convert of a Van Halen song, but I don’t remember which one that was.
Edit: Here’s what my project file looks like for “Intermission”. It looks like I did use an override midi, too. The midi sent to Magma was one that cuts out all the unallowed BPMs, so it really messes up the project, so only do it to export, then undo back.
This is a strange case. I see an error about note ons without note offs. Looks like it was also reported in this thread earlier. I’m not sure how I would fix this though. It’s nAudio throwing an error about not being able to load the midi in the first place. Resaving from Reaper seems to fix the issue. Even C3 CON Tools’ MIDI Cleaner doesn’t fix it. It makes it hard to track down what the real problem is and catch it before it becomes an issue.
Edit: Actually, there is a possible solution. Disable something called “strictChecking” which seems to work. I’ve disabled it in this version, so let me know if this does it.
September 29, 2020 at 4:58 am in reply to: StackOverflow’s Customs – Paper Mario Origami King Pack #514388I’m back with a couple of new customs.
I played the new Paper Mario game on Nintendo Switch, and that OST… ROCKS! Who knew paper and rock went so well together? This game surprised me with its vast soundtrack, and the two tracks below are the ones that turned out to be my favorites.
Event Battle
This is the first battle music you hear in the game! Wow! It has a bit of a whimsy and silly side to it, but also some powerful guitar chords leading the track. It’s certainly a fan favorite! It’s heard throughout most of the game during battles which have some story progression locked behind it. Like most battle tracks in the game, there’s a “thinking” version that plays while setting the field or picking moves, which cuts out the lead and really helped with the charting part, though this version was not charted. The game also features custom victory jingles to all their unique battle tracks, which was used as the ending in this version.
Vellumental Battle
This is one of the boss tracks heard in the game. Vellumentals are these elemental beasts based on Chinese folklore. You have the earth turtle, the water dragon, the fire bird, and the ice bear. As such, this track has a mix of that ancient/classical/mysterious vibe, but with a rock base, and very tense and dramatic. It’s more strings and horn-heavy, which fits well on keys and even has a charted violin solo. It’s a simpler guitar part compared to the other one, but the drums are harder. As with the previous custom, there was a “thinking” version which helped for charting, but was not charted. Its unique victory jingle was also used for the ending.
Thanks to everyone who helped on these. I really enjoyed working on this.
So I forgot to release MiloMod v1.5, which was supposed to have released in December 2019, and I forgot to release MiloMod v1.6, which was supposed to have released in April 2020. They’re both very minor releases, and probably not as well tested, but I guess the plan was to roll it in with a bigger update, like fixing the broken compression. But here’s what’s new anyway.
MiloMod v1.5
Adds support for batch processing Wii folders through the command prompt. Arguments should be: milomod [input_folder] (optional) [-noMidiVenue] [-gameOriginRB3]
MiloMod v1.6
Added the option to change what character animation is used by default for tracks which have no play markers. This way, you can have a vocalist set to idle_intense for a song with no vocals charted which would otherwise have no play markers coming in from the MIDI normally.
May 4, 2020 at 12:51 am in reply to: StackOverflow’s Customs – Paper Mario Origami King Pack #511202Phew, time to dust this off for the year 2020.
I forgot to post my releases from last week here, so I’ll roll both releases together now, newest first.
First up, “Heart’s All Gone”… again.
I last updated this about 5 years ago. But it’s had an issue with disco flip on Drums since. Now that I finally got around to fixing this, I also made other much-needed improvements such as a Guitar and Bass chart that isn’t totally out of sync and inaccurate in certain parts. It also has a new venue, numeric ID to save your scores, and a perfectly serviceable karaoke audio track. Let’s pretend 2011 never ended!
Next up is a Mega Man Zero series pack. The Mega Man Zero series was an action platformer that ran from the early to mid 2000s for the Game Boy Advance. Recently, these were re-released on PC/Switch/PS4/Xbox One as part of the Mega Man Zero/ZX Legacy Collection with improved audio quality in the soundtrack and official releases of the game soundtracks. These customs are all still using the DS collection’s audio though because it’s not as completely awful-sounding as the GBA original and still comes as multitracks.
So having played all 4 games in the series now, I decided to rehash (once again) 2 of my old customs already from one of these games, and add 3 more to them for a well-rounded pack featuring a track from each game. These are a combination of my favorites and fan-favorites. They’re not all the most difficult to play, but they can be melodic and punchy.
This one is always confusing to read at first. It’s the Zero series remix of a tune from the X series. So that makes it a bit of a classic. It’s got a really annoying Guitar chart that requires speedy fingers. Or play on Hard to spare yourself. I also want to credit atruejedi for helping out on the custom venue for this one. It helped me get a grasp of how to use Venuegen, which I used for everything else.
Here’s another old update. But another absolute classic. If I were to pick any one track out of the entire series, it would be this one. Iconic tune. However, that doesn’t make it very hard to play.
This is just a favorite of mine, so it’s not particularly iconic. Some say the opening kind of sounds like Led Zepplin’s “Kashmir”? I’ve probably mentioned that already since this is like the third time I’ve updated this. But it loops one more time now to match the others in the pack.
An excellent piano-leading tune here. When I first heard this, I knew it had to go into this pack. The level this was featured in is fun, too. Just imagine sliding down a hill on a sled, slashing enemies as you go.
Another favorite of mine. It’s from the fire turtle level where you disarm a giant solar-powered beam. This one is intense. And it also features that unique guitar sound from the series’ soundtrack. Definitely fun to play.
I want to thank kueller for his amazing Venuegen. It’s opened up a whole world of opportunities when it comes to venue authoring.
I’m hoping to get back to charting. I have a lot of projects in the works. I just need to finish them.
I can´t get on with two customs. ” src=”/wp-content/uploads/invision_emoticons/default_SA_frown.gif” /> Hope someone can help me please…
I had “New Kid in Town” from the “Eagles” two years ago. That worked. later I had to delete it due to space problems. Even if the song was completely deleted and the cache is cleared and I completely reload my song list, it still appears in my list with the error. “Add-on content cannot be restored to the Wii System Memory”
If I reload the song (even with a different number or rename the file myself, I still get the same error message “Add-on content cannot be restored to the Wii System Memory” same with “Queen – Innuendo” All other customs from me run smoothly even when I reload or delete. I have a lot of customs.
does anyone have a solution to this? are these songs stored deeper in the wii system? can any values be changed or renamed in the original customs data so that the wii system recognizes them as completely new songs? I’m pretty desperate now.
Thanks very much for any help.
lapeno_pl
Seems like it’s probably still in a DTA file if it keeps showing up after a cache refresh. Take your cache file after it reappears and do a search for the short name of the song in HxD. One of the results should tell you the path it’s in and you can remove it from your DTA file so next time it doesn’t load.
Customs in app format are not showing up in the library, they load but are not there.• I removed the SD card and deleted the MSTORE.VFF file from the USB NAND folder, in the real NAND this file is no longer created there.• I used the sZGE package, I didn’t merge files.It seems like maybe one of your files are too large? That’s what happens when app files are too large. Can you narrow it down to specific app files?
Pretty much every C3 custom has an encrypted mogg, meaning that you can’t downmix the multi-tracks unfortunately. However, you can use C3 Tools and the PhaseShift converter to convert the CON mogg to a stereo single-track version and use it to rebuild the song in Magma.
You can also still use RockBiink after converting the file to PhaseShift if you split the stereo track to single mono files and run those through the tool.
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