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Replacing Brawl's Music
Old 07-09-2009, 04:33 PM   #1 (permalink)
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Yeah, Yeah, I know.. it's "Ocarina Codes" related... but since this is so awesome it deserves its own thread!!!

Here's a video of the concept in action with the SD card being used to replace music (.brstm files)

Note: Custom loop points MUST be divisible by 14336 samples...



***WARNING*** - There are rumors that constant streaming (more specifically, music streaming) through an SD Card can deteriorate the lifespan of an SD Card. Neither I or Phantom know whether this is true or not. Use the music replacement method at your own risk!



*DO NOT use this code with the old File Replacement 2.1a(b) as it may lead to a crash. Use this code for replacing custom textures from now on. It is better in all possible ways!


Here's how to prepare the files:

THE NEW EASY WAY (AWESOME Program by Dantarion)

Making your custom BRSTMS: http://www.smashboards.com/showthread.php?t=240648 (OBSOLETE)

http://www.smashboards.com/showthread.php?t=241578 (NEW!!!)

Video Tutorial




THE OLD HARD WAY



Credit to Kitty Corp Forums

Originally Posted by Vyse from Kitty Corp (Post Part 1)
This will be easier to understand if you at least attempt to read the guide first.

Guide

Table of Contents

Use Ctrl+F and the codes in parentheses next to each section to jump to that section.

1. Needed Tools (#tools)
2. Getting Started (#start)
-- Setting up Androu's tool (#setup)
-- A base brstm (#base)
3. Making a Song (#song)
-- A. Mono
--- Without Custom Looping (#mnoloop)
--- With Custom Looping (#mloop)
-- B. Stereo
--- Without Custom Looping (#snoloop)
--- With Custom Looping (#sloop)
4. Making a Victory Theme (#victory)
-- Mono (#vmono)
-- Stereo (#vstereo)
5. Testing Your Song in WinAMP (#test)
-- Setting up vgmstream (#vgmstr)
-- Playing a song (#play)
6. Adding Your Song to Brawl (#brawl)
-- Note about the SD Loader
7. Changing Music Titles (#titles)

1. Needed Tools: (#tools)
-- Androu1's BRSTM Maker
-- Goldwave (or another audio editor)
-- WinAMP (for testing/previewing brstms)
-- An SSBB ISO (Not needed for the purposes of SD loading)
-- WiiScrubber 1.21 (Note that the key.bin required to make it work will have to be obtained elsewhere; Google it or, if necessary, PM me.) for adding the songs to the ISO (Not needed for the purposes of SD loading)
-- Brawl Track List (so you know what you're replacing)
-- This tool and a hex editor (for changing music titles; PM me if you need NTCompress and can't find it on your own) (Not needed for the purposes of SD loading since we can't do that yet without burning an ISO or using the USBloader for it)
-------------------------------
2. Getting Started (#start)
Welcome to the world of music hacking! I'm Professor Vy *shot*

Erhem. Glad to have you; it's always nice to see what other people will bring to the table. To that end, I'll provide you with everything you need to know in order to make your own custom brawling music. You're taking another big step towards making your personal, individual copy of Brawl.

-- Setting up Androu's tool (#setup)
Once you've downloaded the rar from the link provided in Needed Tools, make a new folder at the root of your hard drive (where Program Files and the like are). Give it a name with NO SPACES. Extract the brstm tool into this folder.

You will see a folder with the name "Copy the files in this folder to your SYSTEM folder." These files should go into C:WindowsSystem32.

-- A base brstm (#base)
The tool requires one brstm in the OriginalSongs folder in order to function. As far as I know, any brstm (and there are plenty available in this forum) will work, but for your convenience, here is one ripped directly from the Brawl disk: A01.brstm

Once you have this in the OriginalSongs folder, you are ready to make your own music.

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Old 07-09-2009, 04:33 PM   #2 (permalink)
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Originally Posted by Vyse from Kitty Corp (Post Part 2)
3. Making a Song (#song)
Now we're ready to get to work.

First, I will explain the key differences between mono and stereo tracks. Mono has a worse sound quality but a smaller filesize -- the quality drop won't be noticeable in many songs, so you can go with mono to save space on the ISO. Stereo songs have better sound quality but are twice the size of a mono version of the same song. (I make all of mine in stereo, but you can choose whichever you prefer on a song-by-song basis.)

A. Mono

--- Without Custom Looping (#mnoloop)
These instructions apply only to a song that will be looped from beginning to end. Skip to the "With Custom Looping Section" if you want your loop to start somewhere other than the beginning of the song.

Step 1: Editing Your Song
Open your mp3 or wma or wav or whatever in Goldwave. Edit the song however you like. You may want to do things like cutting out extraneous silence at the beginning or end and editing it so that it loops cleanly (in other words, making the end flow into the beginning), but you don't have to -- it's your song. If you choose to do the latter, then clicking on View and going to 10 or 1 second views can make the loop more precise. When you're done, you can press Ctrl+A, then the yellow Play key to make it play the song from beginning to end in a loop so you can see how it sounds. If you want to make the loop clean, you may need to tweak the song more -- that's why you test it!

Once you're done editing your song, click File > Save As. Change the File Type to .wav, and change the attributes to "PCM signed 16-bit mono." Save your song with whatever name and in whatever location you please.

Step 2: Using the Tool
Get to the folder on your hard drive where you extracted the brstm tool. Double-click Start.bat. Enter A for mono, then enter the name of the brstm in OriginalSongs. It will then tell you to "read the inclosed instruction booklet." Refer to the following paragraphs instead.

In Goldwave, open the wav version of the song you edited before (you can close the original if you want). Click Open again and navigate to your music tool folder. In the root of the tool (where Start.bat and the other folders are) will be a wav file. If you're using the brstm I provided above as your base, then the file will be named A01.wav. Open this.

Now press Delete to clear A01.wav, leaving you with empty space in that file. Go back to your song, press Ctrl+A to select the whole thing, then press Ctrl+C to copy it. Go back to A01.wav (which is now empty) and press Ctrl+V to paste your song into it. (Note that you may need to go to Effect > Volume > Change Volume and add a decibel or two to the song in order to make it loud enough to be heard in the game; brstms tend to be quieter than their source.) Save and close A01.wav (which now contains your song).

Go back to the tool and press Enter. From here, follow the instructions in the tool. Use 0 for the starting loop point. When asked to give a name to the final brstm, you cannot use spaces (though you can rename it with spaces afterward).

And that's it! If you want to check your brstm to make sure it came out properly, skip to the "Testing Your Song in WinAMP" (#test) section. If you want to get right to inserting it into your game, see the "Adding Your Song to Brawl" (#brawl) section.

--- With Custom Looping (#mloop)
If your song has an intro that isn't part of the main loop and you want to keep it, or if it's easier for you to pick out a point within the song to loop (happens to me occasionally; sometimes getting the end and beginning to match precisely is too difficult), this is the place for you.

Step 1: Editing Your Song and Finding a Loop Point
Open your mp3 or wav or whatever in Goldwave. Edit it however you like. You may want to cut out any extra silence, and if the song fades out at the end, you may want to cut that out, too.

Once you have the end of the song where you want it, find the point within the song that the end best flows into. Clicking on View and looking at 10 or 1 second at a time can make this much more precise. Once you've found where you want your loop to start, left click there to select the portion of your song that will be your loop. Press the yellow play button to make it play the selected section in a loop to see how it flows. Tweak your starting point until you're satisfied.

When your starting loop point is where you want it, press Stop (NOT Pause). Press Ctrl+Q to drop a Cue Point at your starting loop point. Go to Save As, change the File Type to .wav, and change the Attribute to "PCM signed 16-bit mono." Save your song with whatever name and in whatever location you choose.

Step 2: Using the Tool
Get to the folder on your hard drive where you extracted the brstm tool. Double-click Start.bat. Enter A for mono, then enter the name of the brstm in OriginalSongs. It will then tell you to "read the inclosed instruction booklet." Refer to the following paragraphs instead.

In Goldwave, open the wav version of the song you edited before (you can close the original if you want). Click Open again and navigate to your music tool folder. In the root of the tool (where Start.bat and the other folders are) will be a wav file. If you're using the brstm I provided above as your base, then the file will be named A01.wav. Open this.

Now press Delete to clear A01.wav, leaving you with empty space in that file. Go back to your song, press Ctrl+A to select the whole thing, then press Ctrl+C to copy it. Go back to A01.wav (which is now empty) and press Ctrl+V to paste your song into it. (Note that you may need to go to Effect > Volume > Change Volume and add a decibel or two to the song in order to make it loud enough to be heard in the game; brstms tend to be quieter than their source.)

The next step is obtaining the sample number for your loop point. First, open Notepad. Go back to Goldwave, make sure you're working in the A01 window, and press Ctrl+J to make the start marker (the beginning of the highlighted area) jump to the cue point you placed earlier. Next, press Shift+E to open a dialog named "Set Marker." You will see entries for "Time based position" and "Sample based position." Look at "Start" under "Sample based position." This is the sample number of your loop point. Write it down in Notepad -- make sure there are no typos!

Save and close A01.wav (which now contains your song).

Go back to the tool and press Enter. From here, follow the instructions in the tool. Use the number you copied into Notepad for the starting loop point. When asked to give a name to the final brstm, you cannot use spaces (though you can rename it with spaces afterward).

And now you've done a song with custom looping! Goldwave makes it pretty easy. If you want to check your song to make sure it all worked properly, skip to the "Testing Your Song in WinAMP" section. If you want to get right to inserting it into your game, see the "Adding Your Song to Brawl" section.
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Old 07-09-2009, 04:34 PM   #3 (permalink)
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Originally Posted by Vyse from Kitty Corp (Post Part 3)
B. Stereo
Do not choose this option if your song is not in stereo to begin with.

--- Without Custom Looping (#snoloop)
These instructions apply only to a song that will be looped from beginning to end. Skip to the "With Custom Looping Section" if you want your loop to start somewhere other than the beginning of the song.

Step 1: Editing Your Song
Open your mp3 or wma or wav or whatever in Goldwave. Edit the song however you like. You may want to do things like cutting out extraneous silence at the beginning or end and editing it so that it loops cleanly (in other words, making the end flow into the beginning), but you don't have to -- it's your song. If you choose to do the latter, then clicking on View and going to 10 or 1 second views can make the loop more precise. When you're done, you can press Ctrl+A, then the yellow Play key to make it play the song from beginning to end in a loop so you can see how it sounds. If you want to make the loop clean, you may need to tweak the song more -- that's why you test it!

Save a copy of your edited song if you want, in case anything goes wrong. Do not change the file type or attributes.

Step 2: Using the Tool
Get to the folder on your hard drive where you extracted the brstm tool. Double-click Start.bat. Enter B for stereo, then enter the name of the brstm in OriginalSongs. It will then tell you to "read the inclosed instruction booklet." Refer to the following paragraphs instead.

Your edited song should still be open in Goldwave. Click Open again and navigate to your music tool folder. In the root of the tool (where Start.bat and the other folders are) will be two wav files. If you're using the brstm I provided above as your base, then the files will be named A01L.wav and A01R.wav. Open A01L.

Now press Delete to clear A01L.wav, leaving you with empty space in that file. Go back to your song, press Ctrl+A to select the whole thing, then press Ctrl+Shift+L to select only the left (green) channel. Press Ctrl+C to copy it. Go back to A01L (which is now empty) and press Ctrl+V to paste your song into it. (Note that you may need to go to Effect > Volume > Change Volume and add a decibel or two to the song in order to make it loud enough to be heard in the game; brstms tend to be quieter than their source.) Save and close this, then open A01R.wav.

Press Delete, then go back to your song. Press Ctrl+Shift+R to select only the right (red) channel, then copy and paste it into A01R. It will be green now; that's fine. Apply the same volume change you applied to A01L. Save and close A01R when you're done.

Go back to the tool and press Enter. From here, follow the instructions in the tool. Use 0 for the starting loop point. When asked to give a name to the final brstm, you cannot use spaces (though you can rename it with spaces afterward).

And that's it! If you want to check your brstm to make sure it came out properly, skip to the "Testing Your Song in WinAMP" (#test) section. If you want to get right to inserting it into your game, see the "Adding Your Song to Brawl" (#brawl) section.

--- With Custom Looping (#sloop)
If your song has an intro that isn't part of the main loop and you want to keep it, or if it's easier for you to pick out a point within the song to loop (happens to me occasionally; sometimes getting the end and beginning to match precisely is too difficult), this is the place for you.

Step 1: Editing Your Song and Finding a Loop Point
Open your mp3 or wav or whatever in Goldwave. Edit it however you like. You may want to cut out any extra silence, and if the song fades out at the end, you may want to cut that out, too.

Once you have the end of the song where you want it, find the point within the song that the end best flows into. Clicking on View and looking at 10 or 1 second at a time can make this much more precise. Once you've found where you want your loop to start, left click there to select the portion of your song that will be your loop. Press the yellow play button to make it play the selected section in a loop to see how it flows. Tweak your starting point until you're satisfied.

When your starting loop point is where you want it, press Stop (NOT Pause). Press Ctrl+Q to drop a Cue Point at your starting loop point.

You can save a copy of your song if you want (backup in case something goes wrong, for example), but note that you will have to change to wav if you want to preserve your cue point. Make sure you save in stereo!

Step 2: Using the Tool
Get to the folder on your hard drive where you extracted the brstm tool. Double-click Start.bat. Enter A for mono, then enter the name of the brstm in OriginalSongs. It will then tell you to "read the inclosed instruction booklet." Refer to the following paragraphs instead.

Your edited song should still be open in Goldwave. Click Open again and navigate to your music tool folder. In the root of the tool (where Start.bat and the other folders are) will be two wav files. If you're using the brstm I provided above as your base, then the files will be named A01L.wav and A01R.wav. Open A01L.

Now press Delete to clear A01L.wav, leaving you with empty space in that file. Go back to your song, press Ctrl+A to select the whole thing, then press Ctrl+Shift+L to select only the left (green) channel. Press Ctrl+C to copy it. Go back to A01L (which is now empty) and press Ctrl+V to paste your song into it. (Note that you may need to go to Effect > Volume > Change Volume and add a decibel or two to the song in order to make it loud enough to be heard in the game; brstms tend to be quieter than their source.)

The next step is obtaining the sample number for your loop point. First, open Notepad. Go back to Goldwave, make sure you're working in the A01L window, and press Ctrl+J to make the start marker (the beginning of the highlighted area) jump to the cue point you placed earlier. Next, press Shift+E to open a dialog named "Set Marker." You will see entries for "Time based position" and "Sample based position." Look at "Start" under "Sample based position." This is the sample number of your loop point. Write it down in Notepad -- make sure there are no typos!

Save and close this, then open A01R.wav.

Press Delete, then go back to your song. Press Ctrl+Shift+R to select only the right (red) channel, then copy and paste it into A01R. It will be green now; that's fine. Apply the same volume change you applied to A01L. Save and close A01R when you're done.

Go back to the tool and press Enter. From here, follow the instructions in the tool. Use the number you copied into Notepad for the starting loop point. When asked to give a name to the final brstm, you cannot use spaces (though you can rename it with spaces afterward).

And now you've done a stereo song with custom looping! Goldwave makes it pretty easy. If you want to check your song to make sure it all worked properly, skip to the "Testing Your Song in WinAMP" (#test) section. If you want to get right to inserting it into your game, see the "Adding Your Song to Brawl" (#brawl) section.
MOAR yay
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Old 07-09-2009, 04:34 PM   #4 (permalink)
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Originally Posted by Vyse from Kitty Corp (Post Part 4)
4. Making a Victory Theme (#victory)
Victory themes are the songs that play after a brawl, at the results screen. They do not loop.

-- Mono (#vmono)

Step 1: Editing Your Song
Open your mp3 or wma or wav or whatever in Goldwave. Edit the song however you like. You may want to do things like cutting out extraneous silence at the beginning or end.

Once you're done editing your song, click File > Save As. Change the File Type to .wav, and change the attributes to "PCM signed 16-bit mono." Save your song with whatever name and in whatever location you please.

Step 2: Using the Tool
Get to the folder on your hard drive where you extracted the brstm tool. Double-click Start.bat. Enter C for mono, then enter the name of the brstm in OriginalSongs. It will then tell you to "read the inclosed instruction booklet." Refer to the following paragraphs instead.

In Goldwave, open the wav version of the song you edited before (you can close the original if you want). Click Open again and navigate to your music tool folder. In the root of the tool (where Start.bat and the other folders are) will be a wav file. If you're using the brstm I provided above as your base, then the file will be named A01.wav. Open this.

Now press Delete to clear A01.wav, leaving you with empty space in that file. Go back to your song, press Ctrl+A to select the whole thing, then press Ctrl+C to copy it. Go back to A01.wav (which is now empty) and press Ctrl+V to paste your song into it. (Note that you may need to go to Effect > Volume > Change Volume and add a decibel or two to the song in order to make it loud enough to be heard in the game; brstms tend to be quieter than their source.) Save and close A01.wav (which now contains your song).

Go back to the tool and press Enter. When asked to give a name to the final brstm, you cannot use spaces (though you can rename it with spaces afterward).

And that's it! If you want to check your brstm to make sure it came out properly, skip to the "Testing Your Song in WinAMP" (#test) section. If you want to get right to inserting it into your game, see the "Adding Your Song to Brawl" (#brawl) section.

-- Stereo (#vstereo)
Open your mp3 or wma or wav or whatever in Goldwave. Edit the song however you like. You may want to do things like cutting out extraneous silence at the beginning or end.

Save a copy of your edited song if you want, in case anything goes wrong. Do not change the file type or attributes.

Step 2: Using the Tool
Get to the folder on your hard drive where you extracted the brstm tool. Double-click Start.bat. Enter D for stereo, then enter the name of the brstm in OriginalSongs. It will then tell you to "read the inclosed instruction booklet." Refer to the following paragraphs instead.

Your edited song should still be open in Goldwave. Click Open again and navigate to your music tool folder. In the root of the tool (where Start.bat and the other folders are) will be two wav files. If you're using the brstm I provided above as your base, then the files will be named A01L.wav and A01R.wav. Open A01L.

Now press Delete to clear A01L.wav, leaving you with empty space in that file. Go back to your song, press Ctrl+A to select the whole thing, then press Ctrl+Shift+L to select only the left (green) channel. Press Ctrl+C to copy it. Go back to A01L (which is now empty) and press Ctrl+V to paste your song into it. (Note that you may need to go to Effect > Volume > Change Volume and add a decibel or two to the song in order to make it loud enough to be heard in the game; brstms tend to be quieter than their source.) Save and close this, then open A01R.wav.

Press Delete, then go back to your song. Press Ctrl+Shift+R to select only the right (red) channel, then copy and paste it into A01R. It will be green now; that's fine. Apply the same volume change you applied to A01L. Save and close A01R when you're done.

Go back to the tool and press Enter. When asked to give a name to the final brstm, you cannot use spaces (though you can rename it with spaces afterward).

And that's it! If you want to check your brstm to make sure it came out properly, skip to the "Testing Your Song in WinAMP" (#test) section. If you want to get right to inserting it into your game, see the "Adding Your Song to Brawl" (#brawl) section.

5. Testing Your Song in WinAMP (#test)
Now that you've made a brstm (or downloaded one from someone else), you probably want to see if it sounds good before you put it in your game. That's what this section is for!

-- Setting Up vgmstream (#vgmstr)
You'll notice that the brstm tool included a folder named "WinAMP Plug-in." Once you've downloaded and installed WinAMP, open this folder and follow the enclosed instructions. The main WinAMP folder is in C:Program FilesWinamp (or wherever you installed it), and the Plugins folder is inside the main folder.

-- Playing a Song (#play)
Do NOT try to run WinAMP on its own and then open a brstm within it. Due to the added plugin, WinAMP will crash upon startup.

Instead, you must create a file association that makes Windows open WinAMP and play your brstm just by double-clicking the brstm. If you don't know how to do that, follow these instructions:

Pick any brstm. Right-click it and click on Open With. Click Browse in the window that opens. You will then be taken to your Program Files folder. Scroll until you get to the Winamp folder. Double-click it, then double-click Winamp.exe. You will be taken back to the previous window. Click "Always do this for this type of file," then OK. You will be asked to create a name for this file type (I think that's when it asks; I did this a while ago, so I'm mostly going off memory). "brstm" is obviously the best choice.

Once you're done, double-click a brstm to have WinAMP automatically open and play it. By default, it plays the loop once (meaning you'll hear the song twice, and the total length at the top will be twice -- or less if you have a custom loop point -- what the song's actual length is).

6. Adding Your Song to Brawl (#brawl)
Ready to hear your custom song in action? We're almost ready to play!

The code loads the following, just like the previous versions... except we can use MUSIC!!

Music
X:/Private/Wii/App/RSBE/pf/sound/strm/X##.brstm (Backslashes wouldn't show up on this forum :/)


WARNING
[from PhantomWings] There is a popular rumor (should I say theory?) that repetitively reading from the SD card (which is what this code does for music) can harm the SD card. I am unsure of weather this is the truth or not, so just be aware of the possibility.

You have been warned. Neither KittyCorp nor PhantomWings will be held responsible for any damaged SD cards.

7. Changing Music Titles (#titles) (Phantom's code allows this method... but I also made codes which are in progress for music titles just using codes)
So you've added a bunch of your own music to the game, but you want it to feel more authentic? Look no further! In this section, you'll learn how to change the names of the songs in the game and the My Music menu.

Download and extract the tool provided in #tools. Open the enclosed readme and follow the instructions. The pac files are in Data>menu2 and Data>info2, respectively. Make sure you have NTCompress!

When you have the pac open in your hex editor (I'll use HxD as an example, because that's what I use), use Ctrl+F and search for the first song title you want to change. Make sure you have the Datatype set to Text-string. If you get a "Not found" message," change the direction of the search. Search for the song title exactly as it appears in Brawl. Note that titles with the word "Pokémon" in them have the accent on the e, so you can either include this symbol when you search or just leave it out of your search terms.

When you've found the title, you need to change it. Write out the title you want to use in Notepad, then copy and paste it over the title in your hex editor. But be careful!

You can't change the size of the original file. That means that the number of characters in your new title must exactly match the number of characters in the original title. Consider, for example, changing "Final Destination" to "One-Winged Angel."

Final Destination
One-Winged Angel

The original title has 17 characters. The new one has 16. If you just copy and paste the new title over the original, you'll shorten the file by one character. To fix this, just add a space at the end of the new title, bringing it to 17 characters.

Another situation would be one in which the new title is longer than the original. Consider replacing "Battlefield" with "One-Winged Angel."

Battlefield
One-Winged Angel

Eleven characters vs. sixteen. There are two ways around this. One way is to choose your replacements such that the original title is long enough to accommodate the new one, though that might get more difficult as you add more and more songs. The second way is to abbreviate or be creative with the new title to make it fit. In our example, you could just title it "OWA," though I don't really like that. For this case, I would call it "Sephiroth" (9 characters, so you'd have to add two spaces at the end), since it's his theme.

When you're done, save and close the file and work on the other one. Once you've finished with both, continue following the instructions in the readme.

If you've done everything correctly, you will have a fully customized music selection. Enjoy your game!


Meh...
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Last edited by shadowofchaos; 07-19-2009 at 01:13 AM.
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Originally Posted by Vyse from Kitty Corp (FAQ post)
FAQ

From now on, any thread or post asking a question that is already answered in this FAQ will be deleted without warning. I didn't write this so you could ignore it.

Index
1. SD Loader!
2. Out of space! D:
3. Restrictions?
4. Track list plz
5. EditTXT.pl?
6. Goldwave?

1. Does the music work with the SD Loader?
Yes, but currently it's only for NTSC. PAL users will have to wait. Note that changing music titles still requires ISO modification.

2. WiiScrubber says I'm out of space on the ISO!
[credit to moosehunter] "See those dummy1.dat and dummy2.dat files on the root of the game partition, replace those with any 1kb file and you've just freed up 400mb of space"

3. Do I have to use the song I want to replace as the base for making a song? As in, if I want to replace Battlefield, do I have to use the Battlefield brstm to make my song?
No. You can keep one brstm in OriginalSongs and use it as the base for every song you make.

4. How do I know what each song is on the ISO? "W24" doesn't tell me anything... Can I get a track list or something?
Yeah, sure.

5. Windows has an error when the tool tries to use EditTXT.pl. What do I do?
Just hit Cancel in the dialog that appears.

6. Do I have to use Goldwave? I wanna use Audacity or something...
Sure, do what you want. Bear in mind that the various commands used in the guide were written for Goldwave and will not apply in other programs.

You sure about that SD Loader thing?
Stop rubbing it in!

But --
SHUT UP.
Phew... lots of reading eh?

Enjoy!!!
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Old 07-09-2009, 06:30 PM   #6 (permalink)
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too much reading x_x i already gave up on this. Ill stick with textures
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Old 07-09-2009, 06:47 PM   #7 (permalink)
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Woah dude! How is your wii menu black and that dark wii thing? what the hell?
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Old 07-09-2009, 06:50 PM   #8 (permalink)
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csms you install them with some app thing. Im actually in the process of downloading some and see if i can can install it.
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Old 07-09-2009, 06:51 PM   #9 (permalink)
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Originally Posted by Naruto Uzumakii View Post
Woah dude! How is your wii menu black and that dark wii thing? what the hell?
he hacked it XD im scared of hacking my wii because I don't want it to mess up :\

but I DO want the infinite replay, music, and texture hacks :S
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Old 07-09-2009, 08:31 PM   #10 (permalink)
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Not my video ._.

It's Jose's, one of the hackers at WiiRD and GSCentral...
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Old 07-09-2009, 09:51 PM   #11 (permalink)
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._. Dude, you know, there is an easier way to do this...just plug your red AV jack into your MP3, turn off Brawl's music, play a song on the MP3, and then you can play your MP3 through the T.V. as you're Brawling.
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Brawl anyone? Fail wrong section x.x
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Old 07-09-2009, 09:53 PM   #12 (permalink)
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Originally Posted by Mario Metroid Fan View Post
._. Dude, you know, there is an easier way to do this...just plug your red AV jack into your MP3, turn off Brawl's music, play a song on the MP3, and then you can play your MP3 through the T.V. as you're Brawling.
Umm.. sure... but we want to IMPLEMENT the game music in there ._.

We don't want that little hardware trick before... we want the game music streaming to be in synch with the game ._.
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