How exactly is the brsar archive structured? Are the files compressed at all? I was hoping there might be a possibility of extracting the raw files and using a standalone wav converter, and it seems that the extraction part is already covered. It's pretty obvious how impractical an actual repacking program would be, given the size of Brawl's brsar. It would be much easier to create a file inserter, or even to just hex the files back in.
The brsar unpacker has automatic conversion; what would be involved with making a standalone converter from it? And if one were made, how difficult would it be to convert the files back after they were edited?
Hm, good question. Shouldn't be too hard to add in some debug stuff to print out exactly where the files come from (if that isn't already in there).he audio is generally in DSP format, for anything more specific than that you'd have to look at the code. The best way to make DSP is still Nintendo's DSPADPCM.exe from the GC devkit. There's no reason you couldn't write over the existing sfx. I think the sample count stuff is identified in the unpacker so if you have a shorter sound you can adjust that.
brsar player possible? by jurassicPieter at 12:57 PM EDT on September 11, 2009
Hey people, i was checking the contents of Final Fantasy Crystal Chronicles Life as a king wad and came to the conclusion the entire game is scripted and the scripts are unencrypted and plaintext.
And one of the scripts if handling the music inculding loading which brsar to load.
We could rewrite the scripts so it loads a brsar and play a single song and not loading any graphics. If you would change it back into a wad-file you can install a channel on your wii that plays sequences in a brsar file. If the Dolphin Emulator is capable of running the wad we could make a new xSF format! :P
the script file with the music manager code inside: http://www.megaupload.com/?d=5NHHA4YF