Yeah, the flags don't need to be visible. They're all calculated automatically.
HasGeometry: there is at least one node user (Users.Count > 0) or at least one object rigged only to this bone (SingleBindObjects.Length > 0). Not quite sure what this means exactly.
This means the bone influences at least one vertex (Users) or a whole object (SingleBindObjects). If HasGeometry isn't set it means that the bone is only influencing child bones and has no direct effect on any vertices.
Bone Flags can be used to make added bones stationary without the need to add a keyframe to it. This helps out most with costumes with added bones, like with the Kart R.O.B. alt in Project M. Even some vBrawl bones have different Bone Flags.
Both these bones do not have geometry and are used for Stage Position parameters.
Edit: Here's an in-game example to further show what I mean.
This screencap shows the Lucario Final Smash placement bone on a Boss Battle stage. Without editing the Bone Flags to "FixedRotation, FixedScale, Common5, Visible", then Lucario wouldn't have went to that point, but rather, the game would act like the bone was at 0, 0, 0, rather than 0, 100, 0.
Which flag? Stationary in what manner?
Sorry. I didn't specify clearly. I updated my post with example images. I'm going to take an in-game screencap to show what I mean.
I still don't get it, the flags on those bones are set as they should be. What do you change them to to achieve whatever you're talking about?
To further specify, the bottom image in the first spoiler wasn't originally set to "FixedRotation, FixedScale, Common5, Visible". I had to manually set them to what I wanted. The only way to do this is to use v0.67.
The Bone Flags of a newly added bone are the following: "NoTransform, FixedTranslation, FixedRotation, FixedScale, Common5, Visible"
If this was going to be a new bone for something like an effect or if something were rigged to it, unless you made an animation (i.e. Keyframe), the game would treat the bone placements as 0, 0, 0 for Translation and Rotation, and 1, 1, 1 for Scale.
I'm not sure how else I can elaborate on this.
Do you have a link to some sort of specification for the header formats?
I assume vgmstream doesn't have this problem, right?
I'm pretty sure vgmstream doesn't have this issue. And neither does Uwizard.
I would assume there might be some documentation in the NW4C and NW4F official SoundMaker documents. I'll check them out and post it here when I've found it.
3.1 WAV files DSPADPCM converts standard WAV files into DSP-ADPCM format. The WAV files must contain mono, 16-bit PCM data.
3.2 AIFF files DSPADPCM can also convert AIFF files into DSP-ADPCM format. The AIFF files must contain mono, 16-bit PCM data. Note: Loop points in the AIFF file will be read automatically and programmed into the header of the DSP-ADPCM output file.
// all data in this structure is in BIG ENDIAN FORMAT!!!!
This header contains information needed by the Nintendo Cafe audio DSP to decode and play the associated sample.
num_samples Number of raw, uncompressed samples in the file. Used for WAV/AIFF header generation during decode.
num_adpcm_nibbles Number of ADPCM nibbles (including frame headers) generated for this sample.
Note: You must round this up to the next multiple of 8 bytes to get the actual length of the data in the file because DSPADPCM only generates complete frames.
sampling_rate Sampling rate of the data, expressed in Hertz. Used for WAV/AIFF header generation during decode.
loop_flag Specifies whether or not the sample is looped. This parameter is stored in big-endian format and is used by the DSP for sample playback.
format Specifies the data format of the sample. Always zero. Used by the DSP for sample playback.
sa Loop start offset, in nibbles. The user application must add the main memory address of the sample data before the DSP can use it.
ea Loop end offset, in nibbles. The user application must add the main memory address of the sample data before the DSP can use it.
ca Initial offset value, in nibbles. Always zero. The user application must add the main memory address of the sample data before the DSP can use it.
coef Decoder coefficients. This coefficient corresponds to AXPBADPCM Structure member a in the following way.
gain Gain factor. Always zero for ADPCM samples. ps Predictor and scale. This will be initialized to the predictor and scale value of the sample’s first frame.
yn1 History data; used to maintain decoder state during sample playback.
yn2 History data; used to maintain decoder state during sample playback.
lps Predictor/scale for the loop point frame. If the sample does not loop, this value is zero.
lyn1 History data for the loop point. If the sample does not loop, this value is zero.
lyn2 History data for the loop point. If the sample does not loop, this value is zero.
When processing ADPCM samples, the DSP will address memory as 4-bit nibbles.
refer to the one hundredth nibble in the sample data; the one hundredth sample would actually be the one hundred-sixteenth nibble.
The sa, ea, and ca values are offsets. When encoding data, DSPADPCM cannot know where the sample will be placed in memory. The user application is therefore responsible for adding a main memory address (in nibbles) to these offsets before the DSP can access the sample.
Note that individual ADPCM sound effects must start on 8-byte boundaries and must be at least a multiple of 8 bytes in length. Thus, when loading one or more ADPCM samples into memory, the samples must be packed such that the start of each sample falls on an 8-byte boundary.
WaveCodecCtr.dll is a Win32 run-time dynamic link library (DLL). This library provides an API for encoding and decoding between 16-bit signed (little-endian) sampling data and the DSP ADPCM compressed format.
The DSP ADPCM format is a compressed format that can be played by a CTR system's DSP. It can result in data sizes that are 1/3.5 of 16-bit PCM. This format can be used through the nn::snd::Voice class and the nn::snd::WaveBuffer structure.
This DLL is for developers who want to develop their own tools for creating and previewing DSP ADPCM sampling data. Note that this DLL is single-threaded.
ctr_WaveConverter uses the features of this DLL to create BCWAV files in ADPCM format.
in samples Number of (16-bit PCM) samples to encode.
The number of bytes required to store the DSP ADPCM-encoded samples.
getBytesForAdpcmBuffer calculates and returns the number of bytes required to store the sampling data that are being DSP ADPCM-encoded.
Note that the number of bytes will be a multiple of the 8-byte length of DSP ADPCM frames.
Use this function before encoding to allocate storage for the result.
The actual length (in bytes) of the encoded sampling data.
getBytesForAdpcmSamples returns the actual number of bytes occupied by the sampling data that are being DSP ADPCM-encoded.
in samples The number of samples being decoded.
The predicted length (in bytes) of the DSP ADPCM sampling data being decoded.
getBytesForPcmBuffer calculates and returns the number of bytes of data that must be stored after the number of samples passed in the argument have been decoded from the DSP ADPCM format.
in samples Number of samples.
The length (in bytes) of the value specified in the sampling data.
getBytesForPcmSamples returns the number of bytes for copying the specified user application value in the sampling data.
in nibble ADPCM nibble offset, including frame headers.
The zero-based sample index for the corresponding ADPCM sampling data.
getSampleForAdpcmNibble returns the number of zero-based samples for the corresponding ADPCM nibble.
in samples 16-bit PCM address offset. 0 is the first sample. 100 is the 101st sample.
getNibbleAddress calculates and returns the nibble corresponding to the sampling data, as based on the offset passed to the argument.
For example, the 100th sample (where the count starts at 0) corresponds to the 116th nibble (where the count also starts at 0). Note that the calculated nibble address incorporates the 2-nibble frame header that is already in DSP ADPCM compressed format.
One more example: The 0th sample corresponds to a nibble offset of 2, which is the 3rd nibble (counting from 0).
in src Pointer to the buffer containing the DSP ADPCM encoded sample.
out cxt The pointer to the ADPCMINFO structure. The getLoopContext function places the loop context information inside this structure.
in samples The offset from the starting position of the loop in the sampling data. This loop starting position is not a nibble address, but rather the raw sample number where the loop starts (in other words, the first sample played in the loop).
If the loop begins at the very first sample, the offset is zero. If the loop begins at the 101st sample, the offset is 100.
getLoopContext returns the DSP ADPCM loop context, based on the offset in the sample data given to the argument.
in src Pointer to the buffer for signed little-endian 16-bit PCM sampling data.
out dst The pointer to the buffer where the DSP ADPCM encoded data are output.
The application must allocate memory for this buffer. You must calculate the buffer size using getBytesForAdpcmBuffer.
in cxt Pointer to the ADPCMINFO structure. The encode function stores sampling data coefficients and context information in this structure.
Note that a number of parameters (gain, yn1, and yn2) are always 0.
Before decoding commences, the corresponding registers in the DSP decoder hardware must be cleared. These parameters are included in the structure to force this to happen.
After encode has been called, the loop context parameters always become 0. To set these values, you must call getLoopContext after the sampling data have been looped.
in samples Number of samples to encode.
encode compresses 16-bit PCM data into DSP ADPCM format.
in src Pointer to the buffer containing the DSP ADPCM data.
out dst Pointer to a buffer that has been allocated for storing the uncompressed PCM data.
The size of this buffer is calculated by calling getBytesForPcmBuffer.
in cxt Pointer to the ADPCMINFO structure.
This structure must contain the coefficient and initial state data that corresponds to the sample being decoded.
in samples Number of samples to decode.
decode is used for decoding DSP ADPCM sample data into signed, little-endian, 16-bit PCM data.
WaveCodecCtr.dll has been created for use with Win32 applications. This section provides some samples.
Applications that call DLLs must comply with Win32 rules when calling WaveCodecCtr.dll.
The encoding function assumes that the data are 16-bit, little endian, PCM data (as used for Windows .wav files). If you want the application to encode big-endian data, you must flip the endian before encoding.
// ok.. lets encode it!
The decoding result is output as 16-bit, little-endian, PCM data.
... ADPCM is byte ordered.. not endian sensitive.
Note the following cautions when encoding looped waveforms and when playing them on the actual hardware.
The information relating to encoding also pertains to the use of the nn::snd::EncodeAdpcmData function for encoding data into DSP ADPCM on the actual hardware.
Prepare two WaveBuffer instances (as shown) and set the order as 1. → 2. in nn::snd::Voice.
In the DSP ADPCM format, 8 bytes (corresponding to 14 samples) are handled as one set of information. For this reason, the bufferAddress argument of the nn::snd::WaveBuffer function must specify an address with an 8-byte boundary.
On the other hand, when creating WaveBuffer as described in 2, LS is not necessarily at an 8-byte (14-sample) boundary.
If the boundary is not 8 bytes (14 samples), you must displace the LS position to an 8-byte boundary so this restriction is satisfied.
For example, if LS is at the 16th sample, you could slide it to the next 14-sample boundary (28 samples) and top off the waveforms after LE with the moved part before encoding.
Because of encoder limitations, when the loop start position equals the start of a waveform, you cannot play a clean loop without noise.
If the loop start position equals the start of the waveform, use the technique described in Align the loop start position to an 8-byte boundary to slide LS' to 14, so you can play the loop cleanly without noise.
Because of encoder limitations, when the loop start position equals the end of a waveform, encoding is not stable and noise occurs.
When waveforms continue beyond LE, for the samples argument of the encode function, pass WS to end of waveform rather than WS to LE.
When waveforms do not continue beyond LE, apply the technique introduced in Align the loop start position to an 8-byte boundary to use copied waveforms for about 100 samples from LS, and position them after LE.
Thanks! I'll update the ADPCM structures to add the gain field at the beginning and see how it goes.
Note: you can't update from 0.78rc1 automatically because the updater unzips it to the Lib folder instead of the main folder. Just download it manually and unzip it yourself, and then you should be OK. Updating from 0.77 works except that you have to delete a few files yourself.
Hi, I just tried version 0.78 and I had a few issues. First, the audio playback seems to have gone worse, or something, because I keep hearing clicks and artifacts. I have only played BRSTM files, although it also happens in the BRSTM loop editor after importing a WAV file. I did try the same file on vgmstream and it plays fine.
The other issue is that I keep getting the same crash error when playing audio in the background. Apparently I can't seem to be able to send the crash report to Github, so I will post it here.
Again, I have only played BRSTM files. The music keeps playing until I forcefully close the program, though.
While saving after using Edit All was fixed, you still need to make a modification to an animation if you want to save after cleaning it.
So I downloaded Brawlbox v0.78 and tried to import Giratina's Origin Forme from XY into Brawlbox but the bones are still imported like this.
You said in an earlier post that you exported it from 3DS Max; would you mind uploading just a screenshot of it in Max?
He asked me about that issue earlier, and he was able to solve it by exporting the DAE from BrawlBox, and re-importing that same DAE.
Oh, sorry, didn't know it was solved.
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