EASY BNR BUILDER - For GameCube (and Wii) games

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ZackStrife

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EDIT 2 :

Hello again !

Everything is finally ready, you can now download and try the script yourself.
Please let me know if you encounter any problem.

I spent way too much time on the website part (way more than I first intended), but I really hope people will share what they make. So we eventually end up with a big collection of different bnr to choose from.
I was myself thinking about creating entire but simple collections for Gamecube, with just logos, same simple & subtle effects for icons and banners, to replace the default bnr for gamecube. This is another of the reasons I first thought about this whole project. The gamecube logo looping with the games logos make everything hard to read when you're looking for a game.
There's a batch mode (0 for all games) for that purpose.
I will take a small break before I eventually start working on this.

Anyway, here is the link, with everything detailed:
wiibannerproject.com

Let me know what you think here! And if everything works for you! You can make a quick test with the fake game folder shipped inside the zip. Just run EBB using the launcher, and choose whatever templates for icon and banner, and build.
You can preview the results using Wiiload BNR Player: https://gbatemp.net/download/wiiload-bnr-player.37136/
Just copy the built .bnr inside the folder of wiiload to preview it.






----------------------------------------------------------------------------------------------

Hello Everyone,

I'm currently working on a BNR generator, with many styles for icons and banners for you to choose from, and mix together.
For GameCube games, Wii games and Homebrews.
For now, I have only 3 styles for icons (TVnoise, TVnoise+, and LogoMarquee) and only 1 simple static style for banners.

EDIT: Now 40 animations for icons
You might recognize some animations, most were extracted from wii games and reworked to some degree:

Caputred with Wii Banner Player + OBS

the first one is static, everything else is animated.
Some might have subtle animations, great for cozy games like harvest moon, animal crossing...

BANNERS PREVIEW (36 animations)
Many variants, it's always hard to decide not to do a variant (like background marquee). 9th in the video is static, and I missed one I can't remember which. Few banners need an extra logoAlt.png file, for transition effects (breathing colors, or cracked glass, concrete... etc). Every animation that seem off centered (the one depending on scale/zoom out) in the video has been corrected by now.


Script DEMO : takes 20 sec to pack everything together
Select icon style, select banner style, select one of your prepared game folder, and you're done.
Once finished, press a key to make another .bnr :



Everything works around 6 simple files inside a game folder, right next to the script :
- icon_bg.png (256x128px displayed at 192x96px / bleed left and right)
- icon_logo.png (192x96px)
- banner_bg.png (1024x512 displayed at 856x428px for 16:9 / bleed of 36px at the top and bottom)
- banner_logo.png (640x356px)
- sound.mp3 (any length, but quickly take space / could also be missing if you don't want music when opening your game)
- XXX.txt (empty text file named using the ID of the game (ID3 or ID6, that will be used to output your XXX.brn file).

EDIT: For safe texture on Wii, i changed backgrounds to a ratio of 2:1 and numbers that are powers of two.

There are also 4 files for logos in the corners // ADDED : FADE IN ANIMATION FOR ALL small brand logos.
- slogotr.png (top right)
- slogotl.png (top left)
- slogobr.png (bottom right)
- slogobl.png (bottom left)
You can make them all transparent pngs if you don't want any logo on the banner, or have, for instance, the nintendo logo in one of them, and a dolby digital logo in another one, etc...

For instance:
- TVnoises adds a CRT noise effect in front of your static icon_logo.png and icon_bg.png.
- LogoMarquee has icon_logo.png travelling from right to left in front of your static icon_bg.png.

English is not my native language, so I'm sorry if everything is not quite understandable, you are welcome to ask me any question.

I have been returning to playing GameCube games on Wii just a few weeks ago.
I made a deal on a 7 euros Wii that I modded inside a transparent case :). Bought a BattlerGC from Retrofighters and it's been a great ride of nostalgia since then!
But I was not satisfied with the bnr available (and the default one) for gamecube games. Most look good but I love when things look... kind of "official"? And the bnr available felt like a mixed bag of too many different styles, with aspect ratio not always respected.

So with this tool, I would like to offer everyone the opportunity to make their own bnr for their favorite games, in just a few clicks, using simple standard files (png, mp3 file format).
You just have to launch the script, choose what styles you want in the menu for your icon and banner and for what game, and it will start generating the .bnr file.

Either game by game, or the entire folder of the script if you prepared different folder for your differents games, and you want the exact same styles for all of them.
The game folder(s) need to be right next to the script, named after the game(s)
I'll share a "Game Template" folder with everything inside as a demo so you would just have to work from there.
You could simply, with a little bit of editing, use the logos and images from steamgriddb, the only thing the script asks is for the png to be the exact sizes as stated above (if you don't want distorted images, weird behavior on display, or script crashes). But again, you could just work from the png files I will share and edit them with new logos and background images.

I'll keep you updated, but what do you think? Would you people be interested in something like this ?
I hope I will have enought time to make it work, but if the interest is there, it could keep me motivated. Let me know !

I might end up hosting a small website with the tool for download, and also offer the ability for everyone to share for download their creations. That would be awesome.
 
Last edited by ZackStrife,
Here is a glimpse at the script and how it will look like to generate your .bnr
The script uses Sharpii and ffmpeg, already included.

The files for the script should look like this, I have 2 folders that you won't have, "Code Veronica X" and "Micro Machine" :
↓ ↓ ↓

1768462829483.png


This is how a game folder should look like (Here are the files for Code Veronica X) :
↓ ↓ ↓

Capture d'écran 2026-01-15 082813.png

The .txt (here GCD.txt) is important, but it is just an empty text file named after the GAME ID; The ID is used by USB LOADER GX to load the .bnr
the list of IDs is available here: https://www.gametdb.com/Wii/Downloads


Ok, now you'll just have to launch "EASY BNR BUILDER", it will open this window with available styles for the icon:
↓ ↓ ↓

Capture d'écran 2026-01-15 080644.png


Choose the style you want by entering the correct number, press enter, and it will then list the available banner templates :
↓ ↓ ↓

Capture d'écran 2026-01-15 080713.png


Choose the style you want by entering the correct number and press enter, it will then list the game folders available (game folders won't be recognized if they don't have a GAMEID.txt inside) :
↓ ↓ ↓

Capture d'écran 2026-01-15 080827.png


Press 0 for all -- or any other number for a specific game folder, and if things goes correctly, you should see the construction of the file :
↓ ↓ ↓

Capture d'écran 2026-01-15 080853.png


And now you're done, the file(s) are available right next to the launcher :
↓ ↓ ↓

Capture d'écran 2026-01-15 083743.png


You just have to move the .bnr (here GCD.bnr) to your cache_bnr folder inside USB Loader GX, and everything should work perfectly!
 
Last edited by ZackStrife,
I have been working on this non stop since I first posted here. Above, for Code Veronica X, I chose for icon: 13 (Logo bling) and for banner: 17 (Logo Float Sublte), 2 new styles I've finished working on, and here are the results in video (don't mind the quality of the screen recording, and also be aware of the sound playing after I click on the icon):



You can see at the end it will adapt to 4:3 or 16:9, without stretch.
 
Last edited by ZackStrife,
I've updated the original post with the 40 final animations for icons. I might add more in the future, but for now I'm done, and I want to focus on doing banners.
Also, there are already enough different styles that you will be able to play with, logos could be placed on the background image, and replaced by different assets for different effects (like bullets, flying object, blur, fog, etc...)
 
Last edited by ZackStrife,
Update, banners are mostly done.
The original post has been updated with a new video for banners.
I'm finalizing 20 more banners animations/variants, for a total of 56 animations.

Let me know if you have any comment, or any animation suggestion.
 
Last edited by ZackStrife,
I applaud your work, however I don't see a download link?

Also, I would recommend using something other than batch, it gets complicated to write code using it
 
Hey there :)
It's my first time trying something like that. So I want to polish everything and clean folders before sharing anything, it's kind of a mess right now because I sometime need to rework all the templates at the same time, and there are lots of temporary files all around. But I will share something very soon, as I'm getting really tired working on this and I want it done. I've spent like around 10-12h a day since I first started the project, it got kind of addictive. Thankfully I still have some free time to achieve this and get some rest before going back to work.

Also, I don't really know any other way to do the scripting, but it's pretty light, no code added since day one. Everything is thought so you can just add templates and it will take them into accounts. There's a config.txt file at the root of every templates, so you can add new kind of files for new kind of templates, like alt logos if needed, or alt backgrounds... etc.

It looks like this :
png_banner_bg->arc/timg/bg.tpl
png_banner_logo->arc/timg/logo.tpl

png_slogo_bl->arc/timg/slogo_bl.tpl
png_slogo_br->arc/timg/slogo_br.tpl
png_slogo_tl->arc/timg/slogo_tl.tpl
png_slogo_tr->arc/timg/slogo_tr.tpl

You could add : png_MYPNG->arc/timg/bgAlt.tpl
And it would convert your png to .tpl and put it in the right directory.

The number of templates possible is unlimited. But the goal is to keep it simple for the majority of the templates, around the major 6 files. So people could easily use them all.

And while I'm replying to you, here is a quick test for Baten Kaitos, using "Logo + Mist Full" for the icon, and "Logo Flash" for the banner, I'm quite happy with the result. Even though the files for the icon could be better and I think I've introduced a stretch for the background banner by downloading the first image I found.
It only uses 2 logos, one for the icon of course, and one for the banner for all the effects.
 
Last edited by ZackStrife,
Final Update !
Check the edited first post.
@Larsenv Finally, a download link, I'd be happy to read your feedback! Thank you for your interest and comment.

Also a huge thank you to vbarros22, Disorarara and JorgeV who showed interest by reacting to my first post.
 
Last edited by ZackStrife,
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Final Update !
Check the edited first post.
@Larsenv Finally, a download link, I'd be happy to read your feedback! Thank you for your interest and comment.

Also a huge thank you to vbarros22, Disorarara and JorgeV who showed interest by reacting to my first post.
Dude, this is incredible! Coincidentally, the same week you were posting this project, I was trying to get a custom banner working for a Just Dance mod (it worked, aesthetically awful but it did) and this is amazing, it's fantastic! Thanks for sharing with us!
 
Dude, this is incredible! Coincidentally, the same week you were posting this project, I was trying to get a custom banner working for a Just Dance mod (it worked, aesthetically awful but it did) and this is amazing, it's fantastic! Thanks for sharing with us!
Thank you, I'm really glad it helps and that you actually like it!

I tried covering many kind of effects for different kind of games, I hope you find something that pleases you.
Which templates would you use for the Just Dance mod ? Maybe just statics? Also, are the names clear enough? I had to keep the names short for many different reasons. Maybe I'll add details about the effects on the website, after some rest far from the project :)

I'm really curious to see what people can make and if everything work as expected. If you care sharing something in the future, only if you feel like it of course, here or on the project's website. It would be the most satisfying for me, to see what people can accomplish.
Thank you for that feedback JorgeV!
 
Last edited by ZackStrife,
Oh hey, just in time for the GC banner page I'm working on! I might (eventually!) combine some of this with LinkToTheAsh's template work. For now, I'm gonna stick with my weird lazy setup, but this is cool and a good balance between simple and flexible.

I noticed you expect a sound.mp3 for the audio input- I imagine you're using FFMPEG to transcode this to WAV and then feed it into Sharpii's BNS routine. Can you allow other audio formats? I don't think it's a bad thing per-se to support mp3 input, but I can't imagine many people will be opening up Audacity/Wavosaur/Ocenaudio/etc. and exporting their processed sound sample as an mp3. Being able to feed it the WAV directly or FLAC or something would be great to have.

Direct WAV input including the correct metadata might allow people to use looped audio in their banners, as well. I need to see if I can convince Sharpii's BNS to read the smpl chunk/cuepoints with the -l flag on. LibWiiSharp does support reading this data, but I need to test this further to see if Sharpii bothers importing it for the conversion.

Edit: After further testing- for whatever reason, Sharpii does not read the smpl chunk of the input file if looping is turned on for output. That's absurd. It just pins the absolute start and end of the file as the loop points. What's the point of that flag, then? I rendered out a song in REAPER I've been working on in the correct format and here's the results.

C:\Users\Adam\Desktop>vgmstream-cli -m "A Gateway of Commerce and Tradition (Una Corda).wav"
metadata for A Gateway of Commerce and Tradition (Una Corda).wav
sample rate: 44100 Hz
channels: 2
loop start: 604800 samples (0:13.714 seconds)
loop end: 4233601 samples (1:36.000 seconds)
stream total samples: 4277700 (1:37.000 seconds)
encoding: 16-bit Little Endian PCM
layout: interleave
interleave: 0x2 bytes
metadata from: RIFF WAVE header (smpl looping)
bitrate: 1411 kbps
play duration: 8303402 samples (3:08.286 seconds)

C:\Users\Adam\Desktop>E:\GCBanners\tools\Sharpii\Sharpii.exe BNS -to "A Gateway of Commerce and Tradition (Una Corda).wav" "output.bns" -l
Operation completed succesfully!

C:\Users\Adam\Desktop>vgmstream-cli -m "output.bns"
metadata for output.bns
sample rate: 44100 Hz
channels: 2
loop start: 1 samples (0:00.000 seconds)
loop end: 4277700 samples (1:37.000 seconds)
stream total samples: 4277700 (1:37.000 seconds)
encoding: Nintendo DSP 4-bit ADPCM
layout: flat
metadata from: Nintendo BNS header
bitrate: 403 kbps
play duration: 8996399 samples (3:24.000 seconds)
 
Last edited by adam_odell,
Hi!

It does supports WAV already, and it always resamples your input file to 32kHz 16 bits 2 channels before converting to bns (after some research, this is supposed to be the right secured and standard format for wii).
I did forget to mention this in the notes of the download page, it is now fixed.
Also, I do use myself a lot audacity, but for a quick work, I tend to use online tools, such as https://mp3cut.net.
It's a lot simpler, especially for youtube extracted mp3s, after you've downloaded them using others services such as https://v1.y2mate.nu/
Anyone can do it. Those are two examples of services people can use, but there are plenty others online.
I think I was assuming anyone willing to get onboard with this, would already be familiar with things like editing PNGs, or cutting mp3/wav files. The script is supposed to cover the most obscure parts of how wii .bnr work, so you don't have to learn everything about them to make one.

edit: I haven't explored anything related to looped music as I thought it would be hard to make something nice for people (not repetitve or annoying, perfect loop, etc...), and it would be more demanding.
I like the idea of intro musics that plays for around 30sec -1min max. You should already be playing the game by then.
Looking at soundtracks, there is always a nice part that is not too long and ready to use.
Besides, most Wii games barely have an intro music of 5 secs, and I kind of like it, makes it more official and nicer when you navigate directly inside the banner view. But 5 secs musics or effects would be harder to find or get right.
 
Last edited by ZackStrife,
Hi!

It does supports WAV already, and it always resamples your input file to 32kHz 16 bits 2 channels before converting to bns (after some research, this is supposed to be the right secured and standard format for wii).
I did forget to mention this in the notes of the download page, it is now fixed.
Also, I do use myself a lot audacity, but for a quick work, I tend to use online tools, such as https://mp3cut.net.
It's a lost simpler, especially for youtube extracted mp3s, after you've downloaded them using others services such as https://v1.y2mate.nu/
Anyone can do it. Those are two examples of services people can use, but there are plenty others online.
I think I was assuming anyone willing to get onboard with this, would already be familiar with things like editing PNGs, or cutting mp3/wav files. The script is supposed to cover the most obscure parts of how wii .bnr work, so you don't have to learn everything about them to make one.

edit: I haven't explored anything related to looped music as I thought it would be hard to make something nice for people (not repetitve or annoying, perfect loop, etc...), and it would be more demanding.
I like the idea of intro musics that plays for around 30sec -1min max. You should already be playing the game by then.
Looking at soundtracks, there is always a nice part that is not too long and ready to use.
Besides, most Wii games barely have an intro music of 5 secs, and I kind of like it, makes it more official and nicer when you navigate directly inside the banner view. But 5 secs musics or effects would be harder to find or get right.
All valid points! I didn't think to resample mine to 32, either (220 of 298 banners had 44.1 audio, I've now fixed this and re-uploaded all of them, thanks for the tip!). That'd be another way to reduce the space even more. I personally don't prefer loops, either. I'm going to onceover all the sounds in every banner that isn't mine to a standard of probably 15-20 seconds with a nice clean fade at the end, clamped cleanly to a section of the song so it feels official. I know the short jingles are also super popular in official Wii releases, but I'm okay with meeting this in the middle and having a good meaty section that isn't too egregious.

I just want to apologize if anything in my prior post sounded critical. I don't think I'm always the best with tone online.
 
Last edited by adam_odell,
Everything is fine don't worry :)
I made a few updates, fixing the ending block which was not working properly, and the corner logos on all templates (which were locked for white logos only, bad copy paste)
 
Last edited by ZackStrife,
@adam_odell
While we're at it, I've checked your website, and you seem to work a lot with sounds and musics and you seem very talented.
Do you know what are the best settings to get light wav files with the best quality possible?
I'm trying to rework the bnr I've made for Baten Kaitos, in the direction we've talked about (shorter musics).
I wanted to add a reverb+fading effect on the last note where I cut the song, the result is good, but the 16 sec wav still ends up being 2MB, in 32KB 16bits. Isn't that too heavy for only 16 seconds ?
Also, I had to amplify the volume, as the part I chose in the original music plays very quietly, what's your opinion ? Do your hear noises or is the quality good enough for you? The piece is attached to this post.
Another thing that I think is going to bother me, would be, the difference in audio quality and volume between the different bnr. I'm not sure how to handle this.
About this specific music, maybe I should find a better quality source to be able to amplify the volume without adding noise?
I'm sure I could find another piece of song that would be as short and fitting, but I'm willing to give this game a little extra effort :)

here is the original music :



Edit : I've attached a better & louder version (using limiter effect), but still, I think I hear "clicks" here and there. But maybe I'm too focused and hearing what's not really there.


On another note, I also realised how many of the templates i've made are actually hard to use, especially the ones with background marquee... It's kind of "hard" (time consuming) to find or make backgrounds that repeats themselves seamlessly, unless you're making clouds or something like this. But hey at least they are there.
I might add more templates for banners and icons while I'm working on new bnr for games (it's always giving me new ideas).
I will also try to make less specific effects, as they end up being less attractive to use, unless they can be smartly repurposed (using a "logo" as an effect instead of using an actual logo for instance).
Because indeed, while using my script, I found out I actually like using the more subtle and quick effects, as they can be reused many times without being too distinctive in the collection.
 

Attachments

Last edited by ZackStrife,
Hello again !

Everything is finally ready, you can now download and try the script yourself.
Please let me know if you encounter any problem.

Anyway, here is the link, with everything detailed:
wiibannerproject.com
Your project is spectacular but the web is hard to navigate and not friendly for download any custom bnr in there.
I Think it should be better to actually download and update from the Wii USB loader GX itself, because we can change the source web from the config file for any of the cover, bnr, case, disk or image database to use it.
 
Your project is spectacular but the web is hard to navigate and not friendly for download any custom bnr in there.
I Think it should be better to actually download and update from the Wii USB loader GX itself, because we can change the source web from the config file for any of the cover, bnr, case, disk or image database to use it.
Yes I understand, I thought about it. But there is not enough bnr available as of right now (so it would be pointless to add this as a ressource), and for now, the project is more about creating new bnr, and having different choices for the same game, as (and if) people share their work.
Maybe in the future, if enough people do participate and there is enough content, I'll have a dynamic page to feed USB LOADER GX, with each game ID represented by its most upvoted bnr. That's a plan I thought about, and it could be really cool.
But for now, I have to figure out a way to pay for a good enough server, etc... And I'm focusing on creating great and varied .bnr to feed the project website.
I did make it easier to make a .bnr, but it still takes time to pick & choose the rights artworks, logos, music sample, etc, to make something nice.

In the meantime, that's what @adam_odell is working on, i think (the web source part for loaders on Wii).
 
Last edited by ZackStrife,
@adam_odell
Do you know what are the best settings to get light wav files with the best quality possible?
Given WAV is a raw PCM stream (at least in this context, as you can't use ADPCM), the only real reductions that can be done are channel count, sample rate and bit depth (and of course, length of track, but that's obvious). I don't like sacrificing stereo. 32KHz as you said is perfectly fine for a banner. Lots of GC games ship with 32KHz audio to reduce overall game size and it sounds "good enough". You're already using 16-bit depth, and I wouldn't recommend going lower (or higher).

The way you speak of this makes me think- are you not doing BNS compression in the final step? BNS is its own dedicated header+GC ADPCM stream, which is very similar to the WAV ADPCM schemes I vaguely told you about, but actually compatible with the hardware and context. They're effectively 4-bit, but much better than 4-bit PCM due to the algorithms ADPCM schemes use, using differences between samples and dropping the least significant data. This is obviously much smaller.

If you're restricting yourself to a RIFF WAV sound.bin, there's not much you can do (actually, it looks like you can LZ77 compress it? Don't know much about this, CustomizeMii apparently removed this feature because sounds often got larger post-compression!). I'd (still) recommend using a BNS sound.bin, however!

Also, I had to amplify the volume, as the part I chose in the original music plays very quietly, what's your opinion ? Do your hear noises or is the quality good enough for you? The piece is attached to this post.
I thought it sounded totally fine. Tasteful use of reverb on the tail. Obviously, nothing beats the best source, but I'm lazy myself and just see if I can find a decent YouTube video to record from. Heresy, I know.

Another thing that I think is going to bother me, would be, the difference in audio quality and volume between the different bnr. I'm not sure how to handle this.
I've been using Ocenaudio to do the recording and then editing. I've been using its Normalize function to have some semblance of volume consistency between banners when I've got the trim I want (spectrogram view is really useful for seeing the beats of a track), then I do a fadeout on the tail. I haven't done any fancy reverb fades yet! I export it to 32KHz 16-bit WAV for my project data, but the project build converts it to a non-looping BNS of the same sample rate.

Edit : I've attached a better & louder version (using limiter effect), but still, I think I hear "clicks" here and there. But maybe I'm too focused and hearing what's not really there.
A limiter could definitely bring out artifacts in the original source. I think normalizing would be preferable because it's only using the highest peaks to determine where to bring the overall audio level. It won't mess with dynamics, just overall volume. It won't be as "perfect" in its volume as a smashed, limited version, but I doubt developers often did something destructive like that to achieve consistent volume. Unless the music they used itself had too much dynamics to be used for a banner, but they could just have the composer make a special version?

On another note, I also realised how many of the templates i've made are actually hard to use, especially the ones with background marquee... It's kind of "hard" (time consuming) to find or make backgrounds that repeats themselves seamlessly, unless you're making clouds or something like this. But hey at least they are there.
I might add more templates for banners and icons while I'm working on new bnr for games (it's always giving me new ideas).
I will also try to make fewer specific effects, as they end up being less attractive to use, unless they can be smartly repurposed (using a "logo" as an effect instead of using an actual logo for instance).
Because indeed, while using my script, I found out I actually like using the more subtle and quick effects, as they can be reused many times without being too distinctive in the collection.
A lot of good ideas here, but it is okay for some things to not be as easy. As long as someone can use the majority of features without fuss, I think having a few more complicated ones is okay. Of course, if you have ideas to make the complicated ideas easier and want to do the work, there's nothing wrong with that, either.
 
Last edited by adam_odell,
The way you speak of this makes me think- are you not doing BNS compression in the final step? BNS is its own dedicated header+GC ADPCM stream, which is very similar to the WAV ADPCM schemes I vaguely told you about, but actually compatible with the hardware and context. They're effectively 4-bit, but much better than 4-bit PCM due to the algorithms ADPCM schemes use, using differences between samples and dropping the least significant data. This is obviously much smaller.
Nope, I just used Sharpii to convert from wav to bns, and it doesn't offer much more options, and none regarding quality or compression.
Also, I forgot to mention, I wrote conditions to check if sound.bin or sound.bns exist inside the game directory, so you can also use that and completely opt out of the conversion loop, it has not been tested though but it should work, I completely forgot those lines as I progressed with the rest of the code. I remember I wanted those for myself just in case :
Code:
if exist "%GDIR%\sound.bin" ( copy /y "%GDIR%\sound.bin" "%OUTS%" >nul & exit /b 0 )
if exist "%GDIR%\sound.bns" ( call :make_imd5 "%GDIR%\sound.bns" "%OUTS%" & exit /b %errorlevel% )

A lot of good ideas here, but it is okay for some things to not be as easy. As long as someone can use the majority of features without fuss, I think having a few more complicated ones is okay. Of course, if you have ideas to make the complicated ideas easier and want to do the work, there's nothing wrong with that, either.

Yes you're right, I like the "hard" ones, like the flash + alt logo, there are many things to imagine with them, like a glass breaking effect (I made a really quick and dumb example for that matter inside the "My Game Name" directory that is shipped with the script), but you could also have something like a sword, or blood appear on the logo, or just some text (game subtitle) under the logo (I made something similar as a test for code veronica, where the "Code Veronica X" appeared with the flash, and synchronized with some music effect). And then with different music and pictures, it can easily make you forget 2 banners are using that same effect.
The ones I'm talking about are the one you can't play much with, like the grunge effect (unless you use some transparent FX over the background instead of a logo??), SplashFrom(...) etc, which have very distinctive effects and not much you can do to make them look different.


Also thank you for all the advices ! :)
 
Last edited by ZackStrife,
Nope, I just used Sharpii to convert from wav to bns, and it doesn't offer much more options, and none regarding quality or compression.
From what I can tell, it does inherit settings from the input WAV insofar as channel count and sample rate. At least sample rate, given you can force mono output on the encoder (but it might just drop a channel instead of doing a mixdown if offered a stereo input file).
 

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