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by Penguin at 4:16 PM EST on February 25, 2008
super smash mothers brawl?
by Peppyman at 4:20 PM EST on February 25, 2008
lol that wud be an instant buy.
by EditorArtist at 8:02 PM EST on February 25, 2008
@mixup, I've been working on a rip of Brawl everyday ever since the ISO was ripped. It's taking a lot of time because I've been finding all previously released songs elsewhere and comparing the quality to the Brawl release, then choosing the better one (most of the time it's actually the OST version, because of the 44100 vs 30000 sample rate). Also using endings if songs have proper endings rather than just fadeouts. And for the loop fadeouts, I'm doing most of them manually so that the end feels more satisfying. I'm also putting a lot of care into the ID3 tags, and adding an appropriate unique image for each song from the official website. I should be finished in time for the US release, and it will be released via torrent and here: http://www.editorartist.com In a few days I'll release the "missing tracks", the songs that were revealed in the file structure that weren't actually on the disc.
by hcs at 11:34 PM EST on February 25, 2008
Hi EA, I trust you're using vgmstream to decode the tracks you plan on taking straight from Brawl? I'm sure you'd notice the loop bugs (in in_cube) if you're doing the rip carefully. Or is there another decoder I'm not aware of?
Just wanting to know if anyone's using vgmstream...

edited 11:41 PM EST February 25, 2008
by agu fungus at 11:36 PM EST on February 25, 2008
Hey, EA, as far as I can remember, the theme of Fire Emblem can also be found in Donkey Konga 3. I don't know if it's exactly the same as the one from Brawl, but it does not loop (same for Melee battlefield, which can also be found in european Donkey Konga). I'd also suggest to wait until the US release to get the info for all songs in English.

edited 11:36 PM EST February 25, 2008
by EditorArtist at 4:15 AM EST on February 26, 2008
Questions for anybody who can answer:
1. Examples from Brawl that suffer from the in_cube loop bugs?
2. More detail on the loop bugs and what to look out for?
3. Tips on good places to find lossless Nintendo/Sonic/Metal Gear OSTs (including healthy torrents)?
4. Any preliminary rips of Star Fox Command that I can use?
5. Know of any tools that can read ID3 tags from one MP3 and apply them to another?

I've been using the latest in_cube with 1 for the loop and 0 for the fade. Then I bring in the .wav into my multitrack editor, and use the waveform to find the loop point myself. I'm guessing my process explains why I haven't noticed the bug? But still, there are quite a few tracks I've used in_cube for the fade since I don't possibly have the time to do it manually for every single song. I've downloaded vgmstream, but I'd rather not have to throw away the tagged tracks.

Thanks so much hcs for the warning and absolutely everything you've done, and to agu fungus for the tip on Donkey Konga 3 (though the versions used in Brawl are different I hate to say)!

edited 4:26 AM EST February 26, 2008

edited 4:27 AM EST February 26, 2008
by hcs at 9:13 AM EST on February 26, 2008
1)
From elsewhere:
"I noticed in a few Super Smash Bros Brawl tracks a pop at the loop point. For instance, A09.brstm at 1:30, particularly noticeable in the right channel. Also C09.brstm (1:52) and C05.brstm (1:09), probably many others but I stopped listening after finding those."
If you're doing the loop manually there wouldn't be an issue, of course, but otherwise you may well encounter this little pop at the loop point.

I currently have fractional loop counts for the vgmstream test utility, for better control. It occurs to me that a manual setting of playback length might be useful in cases like this where you want full control. Would you find that useful?

edited 9:25 AM EST February 26, 2008
by EditorArtist at 4:38 PM EST on February 26, 2008
Yes, a manual setting of playback length would be useful.

More specifically, here's a request (take it or leave it) that could apply to all input plugins on the behalf of editors: an option to define the start point as either 1) the beginning of the stream or 2) the beginning loop point. And the end point as either 1) the end of the stream, 2) the beginning loop point, or 3) the end loop point. This would allow editors to export the song's intro as a WAV and the loop section as a separate WAV.
by hcs at 7:13 PM EST on February 26, 2008
Yeah, that'd be a nice feature, too. I've written at least one tool that does that (was it for ADX?), won't be hard to add it to the vgmstream test decoder. All these customizations, though, are sort of beyond the functions of an input plugin.
by EditorArtist at 2:04 AM EST on February 29, 2008
Alright, I did a quick compress of all the Brawl music tracks I've enhanced so far. Most notable are the lost tracks, the ones not included on the game disc (these tracks are marked by a {!} symbol). Love to get feedback before I release this officially.
http://www.editorartist.com/game_soundtracks/brawl/Brawl%20WIP.rar

Please don't distribute. You can subscribe to my album release RSS if you want to know when I release the real thing with the remaining songs, ID3 tags, and unique relevant album art from the official website for each specific song: http://www.editorartist.com/rss.xml It should be just in time for the US Brawl release.

For the songs that were on the disc, I didn't do any weird edits to the tracks, just brought in 44.1 kHz versions and spent a lot of time figuring out a quality fadeout. And left the endings intact from the OST, if there is an ending.

They don't have any of the tags or cover art, but thankfully I've found a way to copy ID3 tags from one file to another very easily when the time comes. So just "a few" more tracks to go really, and automating the rest (if they aren't available on an OST and the fade is satisfactory). But lots of other things to take care of besides this unfortunately.

-tell me which songs you desperately need to have two loops (I know some people insist on every song having two loops, but I'm very much on the side of leaving the listener wanting just a little bit more as opposed to being tempted to skip to the next track whenever he/she doesn't love that particular song)
-for the ones with endings, if you'd rather have a fadeout instead
-the Wario vocal songs: I have the Japanese version seamlessly looping to the English version, tell me if you'd rather just be able to listen to each language separate
-The ones with exclamation marks are the bonus tracks that were cut, so the specific versions were selected by me. If you know of any better versions of the song out there, tell me. I also did some audio sweetening and edit tweaks to some of them, so tell me if anything I did is too obvious
-the no specific title unknowns: Star Fox Command, Mario & Luigi don't have specific song titles attached in the file structure, tell me if there's a song you like better than what I picked from each respective game
-the missing Subspace Emissary music: Y18-Y30 - I took this freedom to choose one song from each series that I felt needed to be in Brawl but isn't. Tell me if any of my choices are meh.
-volume - tell me if you notice any of them being too quiet or too loud compared to others

Enjoy!

edited 2:45 AM EST February 29, 2008

edited 2:46 AM EST February 29, 2008

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