ROM Hack [RELEASE] BRSTM/BCSTM Conversion Tool (BETA)

nastys

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it still happen.
I try whit MP3, WAV, FLAC on 44800hz, 48000hz and 32000hz, and the program still generate a 0bytes archive.

Edit: My SO is a Win8.1 x64, and the music archive has a duration of 49 seconds
Sorry for my bad english
What happens if you disable Limit bytes to and/or enable Do not approximate (in Options)?
 

Crusard

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What happens if you disable Limit bytes to and/or enable Do not approximate (in Options)?

still happening the same, generate a 0byte archive
I try with limit bytes enable and disable and do not approximate enable and disable.
 

Apache Thunder

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This might seem redundant, but could you add BCSTM support as the input file? There's some existing BCSTM files in my Pokemon Omega Ruby rom that I want to down sample a little bit so the file size will fit. Issue is, doing so currently requires converting to wav first and I'll lose the loop points. Taking the existing BCSTM and just down sampling would be easier. :D

The game's BCSTM files are identicle to the ones used for themes it looks like. (they play correctly in EveryFileExplorer, just without the looping as I think that program doesn't support looping yet)

Many of the interesting music tracks though are just a tad too large in file size. Otherwise I'd just straight up put that as my bgm.bcstm file. :P

I'm currently using Zinnia's theme as my home menu music. Would be even more bad ass if it looped correctly. ;)

EDIT:

For now, perhaps "importing" the loop information from an existing BCSTM would be a good compromise. Since I exported the original BCSTM to WAV and converted back unedited, the original loop point data would still be valid. This would be a much simpler solution coding wise in the mean time. :D
 

nastys

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This might seem redundant, but could you add BCSTM support as the input file? There's some existing BCSTM files in my Pokemon Omega Ruby rom that I want to down sample a little bit so the file size will fit. Issue is, doing so currently requires converting to wav first and I'll lose the loop points. Taking the existing BCSTM and just down sampling would be easier. :D

The game's BCSTM files are identicle to the ones used for themes it looks like. (they play correctly in EveryFileExplorer, just without the looping as I think that program doesn't support looping yet)

Many of the interesting music tracks though are just a tad too large in file size. Otherwise I'd just straight up put that as my bgm.bcstm file. :P

I'm currently using Zinnia's theme as my home menu music. Would be even more bad ass if it looped correctly. ;)

EDIT:

For now, perhaps "importing" the loop information from an existing BCSTM would be a good compromise. Since I exported the original BCSTM to WAV and converted back unedited, the original loop point data would still be valid. This would be a much simpler solution coding wise in the mean time. :D
I could add support for BRSTM as input if there is a way to read the loop data. For BCSTM support, I'd need a BCSTM to BRSTM converter.
I'll add this to the future features list ;)
 
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Does it work if you use it in your theme?

I havent tried.
But this is what I have done, I converted wav to brstm using another tool, and the BRSTM file size is 9 megabytes.
Then I used your tool to convert it to BCSTM (pokemon alpha sapphire music file format) but the file size is still 9 megabyte.

I want to replace a track in the game thats 1.2 megabyte. If I replace the track of the game that is 1.2 megabyte with the 9 megabyte file, wont that mess up the rom when I repackage the game?
 

nastys

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I havent tried.
But this is what I have done, I converted wav to brstm using another tool, and the BRSTM file size is 9 megabytes.
Then I used your tool to convert it to BCSTM (pokemon alpha sapphire music file format) but the file size is still 9 megabyte.

I want to replace a track in the game thats 1.2 megabyte. If I replace the track of the game that is 1.2 megabyte with the 9 megabyte file, wont that mess up the rom when I repackage the game?
I'm not sure. What happens if you use a lower (better) precision value?
 

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