Hacking Sm4shExplorer (Wii U only for now)

Supster131

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Compiling saves it, I have no idea what they're talking about...

Saving also saves it, but "apparently" it wouldnt compile after (I still want to make sure...)
I'm on a Wii U discord filled with people who are having the same issues as we are. Compiling does not save it (it didn't for me at least), and manually saving it breaks the mod entirely.

--------------------- MERGED ---------------------------

So I DIDN'T waste 4 hours?
Go back to Sm4shMusic, if it looks like new, then nothing was saved. Only way to find out is to check for yourself.
 

Baggy Scraggy

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Compiling saves it, I have no idea what they're talking about...

Saving also saves it, but "apparently" it wouldnt compile after (I still want to make sure...)

I figured as much. If I made edits to sound.msbt prior to using this program simply to change song names, will this interfere with the addition of slots, or should I just continue troubleshooting until I get it?
 

deinonychus71

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I'm on a Wii U discord filled with people who are having the same issues as we are. Compiling does not save it (it didn't for me at least), and manually saving it breaks the mod entirely.
And also a few beta testers who have no problem with it.

Asked for a workspace of someone who claim it doesnt work, still waiting.
 

Supster131

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Sure, but if you say it doesnt save, your folder should be empty, right?
It doesn't save within Sm4shMusic, it does save the files which are then used with Sm4sh Explorer (after compiling of course).
If I try manually saving (as with the case for others), it'll create an xml file, which will save the information inside Sm4shMusic, but break adding music slots all together. That's where most of us were stumped on for hours until someone on here told us not to save manually. Once I stopped saving manually, the new slots in the game appeared.
 

deinonychus71

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It doesn't save within Sm4shMusic, it does save the files which are then used with Sm4sh Explorer (after compiling of course).
If I try manually saving (as with the case for others), it'll create an xml file, which will save the information inside Sm4shMusic, but break adding music slots all together. That's where most of us were stumped on for hours until someone on here told us not to save manually. Once I stopped saving manually, the new slots in the game appeared.
So... compiling does save, the problem is with the xml saving/loading only, right?
That Im going to investigate.
 

Kaguura

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This is the way I got additional music to work for me. My folder structure is workspace\content\patch which has all of my previous mods including an already edited sound.msbt.

Next my music mods are in workspace\content\sound\bgm . Put your additional music here before opening sm4shexplorer and should be name snd_bgm_X##_yoursongname.nus3bank Example: snd_bgm_FF03_culex.nus3bank for Midgar

After opening Sm4shSound(v0.3) on the BGM Management tab choose a BLANK(522 BLANK works although you can choose any BLANK music) to start adding information into. Got to Main BGM and type X##_yoursongname and it should activate the play button on the right of it showing the duration of the song.
Next on Sound Source make sure it displays CoreGameSound or it won't show up in the game.
Now on Sound Test Order click on Reorder and click save ordering and exit. Check In SoundTest so it can show up on sound test.
Finally, first on Stage Edit Group choose the series the song will be added to. Secondly on Stage Edit Order click reorder and highlight(click) the same series and click on save ordering and exit. The number should change if you did it right.
Now you can add the song information like before like the song name, the source and etc.

Now switch to the My Music tab and select the stage you want to add a song to.
On the Sound DB section your song should already be selected(if it isn't for some reason look for it and then select it) and click add. It will ask you about adding it to my music and click yes.
Now on the MyMusic ID(next to sound db just so it isn't confusing) click on the previous song before your song and look at the Index on the MyMusic BGM Properties and remember the number next to it. Now click on your song and if the index numbers match then add one to your song's index number. The index basically tells you the list order the songs will be from top to bottom starting with 1 being first and 2 below that and etc.

Now go to file and click Compile Modification, the window should close and now you build the mod.
When it's done the files should be in export\release\content .

Hopefully this helps people get their songs working and sorry if there are any grammatical errors.
 

Baggy Scraggy

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Is it required to do the entire idsp process, or can you just download a nus3bank file from brawlcustommusic and rename it accordingly?
 

deinonychus71

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Is it required to do the entire idsp process, or can you just download a nus3bank file from brawlcustommusic and rename it accordingly?
Rename it directly like: http://smashcustommusic.com/nus3bank/IDGAME/snd_bgm_NAME_SONG
Not sure the snd_bgm_ needs to be put in the internal name though.

This is the way I got additional music to work for me. My folder structure is workspace\content\patch which has all of my previous mods including an already edited sound.msbt.
Thanks a lot for offering a tut ! :)
 

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