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Vyse's Music Guide

VysetheLegend

Smash Apprentice
Joined
Feb 22, 2006
Messages
170
This guide has information on making brstms using Goldwave and Androu's tool, with instructions on looping from the beginning or from inside the song (called "custom looping" for ease of reference). Pictures are included throughout to make it easier to follow. It also has sections on how to play brstms to make sure the looping is good, how to change music titles, and how to add the songs and titles to your game.

Before I continue, I'll address a question I still hear far too often: why use Androu's tool instead of BCSM or BrawlBox? The answer: volume. Both BCSM and BrawlBox attempt to normalize the volume of new brstms to match that of Brawl's default songs, and the results are spotty at best. Androu's tool allows you complete control of your song, including its volume. That does make it easier to make a mistake, but it also ensures that your song will be perfect once you know what you're doing. And that's what this guide is for!

Now, if you want a shorter but vaguer guide using Audacity, use Slashy's here. If you want clear, precise instructions on getting your loops perfect, use mine. But remember: no guide is going to magically enable you to make perfect loops with no effort. Getting perfect loops requires more than a good guide; it requires work, a good ear, and lots of patience.

FAQ
Please read this before asking any questions. It has solutions to several common problems that are asked about far too much (hence Frequently Asked Questions).

The guide's instructions include color coding for various important elements. The key is as follows:
Green is for button commands.
Yellow is for menu commands.
Teal is for attributes and other important things.

Video Tutorial
http://www.youtube.com/watch?v=fmnUdMTpvfc

This will be easier to follow if you at least attempt reading the guide first, or, ideally, read along with it.

Guide

Table of Contents

Use Ctrl+F and the codes in parentheses to jump to a 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 BrawlBox (#test)
-- Playing a song (#play)
6. Changing Music Titles (#titles)
7. Adding Your Files to Brawl (#brawl)
-- SD Loader (#dsdl)
-- ISO modification (#isomod)

1. Needed Tools: (#tools)
-- Androu1's BRSTM Maker and BRSTM2SD
-- Goldwave (trial version here, full version here)
-- MP3Gain for checking song volume
-- BRSTM2SD (another program by Androu1; it is included with the latest version of the music tool)
-- Brawl Track List (so you know what you're replacing; not necesary if using BRSTM2SD)
-- Brawlbox for changing music titles and playing finished brstms
If adding your music to the ISO:
-- An SSBB ISO (Make your own or download it)
-- 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.)
-- USB Loader GX or blank DVDs, a good DVD burner, the burning program of your choice (ImgBurn is by far the easiest), and a backup launcher
-------------------------------
2. Getting Started (#start)
Welcome to the world of music hacking! I'm Professor Vyse.

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 becoming a Pokemon master 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:\Windows\System32.

Create a folder named EditedSongs in the root of the music tool. This is how it should look when it's ready:



-- 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, the current download in #tools already includes one.

Once you have this in the OriginalSongs folder, you are ready start your own grand adventure in the world of Pokemon music hacking.
-------------------------------
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/SD card. 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 help you 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. Once it's started playing, you can left-click near the end of the highlighted area to move the start point there, then press Ctrl+A to move the start point back to the beginning. Playback will jump to the point near the end, then loop back to the beginning, letting you easily hear how the song will sound when it loops. If you want to make the loop clean, you may need to tweak the song more -- that's why you test it!

Finally, if you want to resample your song to 32khz (Brawl's standard and almost guaranteed not to glitch when using the SD Loader, but lower quality than the usual 44khz), click Effect > Resample and type 32000 in the box on the right.

->

Once you're done editing your song, click File > Save As and change the file type to mp3. Save it somewhere, like the root of the music tool. Open MP3Gain and run this mp3 through it to find out the volume of your song. Go back to your song in Goldwave. Click Effect > Volume > Change Volume and add enough decibels in the upper-right corner of the dialog box to bring the volume to 94-95 decibels.

-> -> ->

You may want to move the mp3 you saved to another folder, to have as a backup in case you want to tweak it later.

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.

Go back to Goldwave. Click File > Save As. Change the File Type to .wav, and change the attributes to PCM signed 16-bit mono. If you're using the starter Pokemon brstm I provided, you will see a file named w23.wav. Save your current song with the same name and say Yes when asked if you want to replace it.



Go back to the tool and press Enter. From here, follow the instructions in the tool. Use 0 for the starting loop point.

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 BrawlBox" (#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, 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. If you want to resample your song to 32khz (Brawl's standard and almost guaranteed not to glitch when using the SD Loader, but lower quality than the usual 44khz), click Effect > Resample and type 32000 in the box on the right.

->

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. To check it faster, first press Shift+E and copy the number in Start under Sample based position. Click Cancel, then click the yellow play button. Once it's started playing, you can left-click near the end of the highlighted area to move the start point there, then press Shift+E, paste the number back into Start, and press Enter to move the start point back to your loop point. Playback will jump to the point near the end, then loop back to the start, letting you easily hear how the song will sound when it loops.

-> ->

Tweak your start and/or end points until you're satisfied. Now get a calculator.

Why a calculator, you ask? In order to loop perfectly in-game, the sample number of your starting loop point must be a multiple of 14336. What we'll do now is make your chosen loop point meet this requirement by adding silence to the beginning of the song.

Press Shift+E to bring up the Set Marker dialog. Look at Start under Sample based position. Take your calculator (Windows Calculator is most convenient for later steps), enter 14336, press +, and keep pressing = until you reach the first number that is greater than the one you see in Start. Copy this number into another instance of Calculator or Notepad. Now subtract the number in Start from the number in your calculator. This is the amount of silence, in samples, you need to add to the song to make your loop work. (With a 32khz song, this will always come out to less than half a second; with a 44khz song, it's less than one-third.)

->

Now change the number in Start to 0. Press Ctrl+T to get rid of everything after the ending loop point that you won't be using.

-> ->

Now go to Edit > Insert Silence. Type 0.5 into the box and press Enter. Press Shift+E and subtract the number in Finish from the number that should still be in your calculator. Paste the new number into Finish, remove the negative, and press Enter. Now press Delete. Press Ctrl+A, Shift+E, and copy the multiple of 14336 that you kept from earlier into Start. It should be the exact same start point you had at the beginning, but now it will work perfectly in Brawl.

-> -> ->

Compare to

Once you're done editing your song, click File > Save As and change the file type to mp3. Save it somewhere, like the root of the music tool. Open MP3Gain and run this mp3 through it to find out the volume of your song. Go back to your song in Goldwave. Click Effect > Volume > Change Volume and add enough decibels in the upper-right corner of the dialog box to bring the volume to 94 decibels.

-> -> ->

You may want to move the mp3 you saved to another folder, to have as a backup in case you want to tweak it later.

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.

Go back to Goldwave. Click File > Save As. Change the File Type to .wav, and change the attributes to PCM signed 16-bit mono. If you're using the starter Pokemon brstm I provided, you will see a file named w23.wav. Save your current song with the same name and say Yes when asked if you want to replace it.



Go back to the tool and press Enter. From here, follow the instructions in the tool. Use the number in your calculator/Notepad for the starting loop point.

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 BrawlBox" section. If you want to get right to inserting it into your game, see the "Adding Your Song to Brawl" section.

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. Go to File > Save As. Change the File Type to .wav and the attributes to PCM signed 16-bit stereo. Save it in the root of the music tool.



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. Once it's started playing, you can left-click near the end of the highlighted area to move the start point there, then press Ctrl+A to move the start point back to the beginning. Playback will jump to the point near the end, then loop to the beginning, letting you easily hear how the song will sound when it loops. If you want to make the loop clean, you may need to tweak the song more -- that's why you test it!

Finally, if you want to resample your song to 32khz (Brawl's standard and almost guaranteed not to glitch when using the SD Loader, but lower quality than the usual 44khz), click Effect > Resample and type 32000 in the box on the right.

->

Once you're done editing your song, click File > Save As and change the file type to mp3. Save it somewhere, like the root of the music tool. Open MP3Gain and run this mp3 through it to find out the volume of your song. Go back to your song in Goldwave. Click Effect > Volume > Change Volume and add enough decibels in the upper-right corner of the dialog box to bring the volume to 94-95 decibels.

-> -> ->

You may want to move the mp3 you saved to another folder, to have as a backup in case you want to tweak it later.

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.

Go back to Goldwave. Press Ctrl+A. Right-click on the left (upper green) channel and click Channel to select just that channel. Go to File > Save Selection As. If you're using the starter Pokemon brstm I provided, you will see two new files named w23L.wav and w23R.wav. Save the current selection as w23L.wav and say Yes when asked if you want to replace it. Now right-click on the right (lower red) channel and click Channel. Go to File > Save Selection As. Name it w23R.wav and say Yes when asked if you want to replace it.

-> ->

Go back to the tool and press Enter. From here, follow the instructions in the tool. Use 0 for the starting loop point.

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 BrawlBox" (#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. Go to File > Save As. Change the File Type to .wav and the attributes to PCM signed 16-bit stereo. Save it in the root of the music tool.



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. If you want to resample your song to 32khz (Brawl's standard and almost guaranteed not to glitch when using the SD Loader, but lower quality than the usual 44khz), click Effect > Resample and type 32000 in the box on the right.

->

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. To check it faster, first press Shift+E and copy the number in Start under Sample based position. Click Cancel, then click the yellow play button. Once it's started playing, you can left-click near the end of the highlighted area to move the start point there, then press Shift+E, paste the number back into Start, and press Enter to move the start point back to your loop point. Playback will jump to the point near the end, then loop back to the start, letting you easily hear how the song will sound when it loops.

-> ->

Tweak your start and/or end points until you're satisfied. Now get a calculator.

Why a calculator, you ask? In order to loop perfectly in-game, the sample number of your starting loop point must be a multiple of 14336. What we'll do now is make your chosen loop point meet this requirement by adding silence to the beginning of the song.

Press Shift+E to bring up the Set Marker dialog. Look at Start under Sample based position. Take your calculator (Windows Calculator is most convenient for later steps), enter 14336, press +, and keep pressing = until you reach the first number that is greater than the one you see in Start. Copy this number into another instance of Calculator or Notepad. Now subtract the number in Start from the number in your calculator. This is the amount of silence, in samples, you need to add to the song to make your loop work. (With a 32khz song, this will always come out to less than half a second; with a 44khz song, it's less than one-third.)

->

Now change the number in Start to 0. Press Ctrl+T to get rid of everything after the ending loop point that you won't be using.

-> ->

Now go to Edit > Insert Silence. Type 0.5 into the box and press Enter. Press Shift+E and subtract the number in Finish from the number that should still be in your calculator. Paste the new number into Finish, remove the negative, and press Enter. Now press Delete. Press Ctrl+A, Shift+E, and copy the multiple of 14336 that you kept from earlier into Start. It should be the exact same start point you had at the beginning, but now it will work perfectly in Brawl.

-> -> ->

Compare to

Once you're done editing your song, click File > Save As and change the file type to mp3. Open MP3Gain and run this mp3 through it to find out the volume of your song. Go back to your song in Goldwave. Click Effect > Volume > Change Volume and add enough decibels in the upper-right corner of the dialog box to bring the volume to 94 decibels.

-> -> ->

You may want to move the mp3 you saved to another folder, to have as a backup in case you want to tweak it later.

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.

Go back to Goldwave. Press Ctrl+A. Right-click on the left (upper green) channel and click Channel to select just that channel. Go to File > Save Selection As. If you're using the starter Pokemon brstm I provided, you will see two new files named w23L.wav and w23R.wav. Save the current selection as w23L.wav and say Yes when asked if you want to replace it. Now right-click on the right (lower red) channel and click Channel. Go to File > Save Selection As. Name it w23R.wav and say Yes when asked if you want to replace it.

-> ->

Go back to the tool and press Enter. From here, follow the instructions in the tool. Use the number in your calculator/Notepad for the starting loop point.

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 BrawlBox" (#test) section. If you want to get right to inserting it into your game, see the "Adding Your Song to Brawl" (#brawl) section.
-------------------------------
4. Making a Victory Theme (#victory)
Victory themes are the songs that play after a brawl, at the results screen. They do not loop. However, it is fine to make looping victory themes. If you want to do that, just treat it like a regular song and refer to one of the above sections.

-- 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 and change the file type to mp3. Open MP3Gain and run this mp3 through it to find out the volume of your song. Go back to your song in Goldwave. Click Effect > Volume > Change Volume and add enough decibels in the upper-right corner of the dialog box to bring the volume to 94 decibels.

You may want to move the mp3 you saved to another folder, to have as a backup in case you want to tweak it later.

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.

Go back to Goldwave. Click File > Save As. Change the File Type to .wav, and change the attributes to PCM signed 16-bit mono. If you're using the starter Pokemon brstm I provided, you will see a file named w23.wav. Save your current song with the same name and say Yes when asked if you want to replace it.

Go back to the tool and finish up.

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 BrawlBox" (#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. Go to File > Save As. Change the File Type to .wav and the attributes to PCM signed 16-bit stereo. Save it in the root of the music tool. 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 and change the file type to mp3. Open MP3Gain and run this mp3 through it to find out the volume of your song. Go back to your song in Goldwave. Click Effect > Volume > Change Volume and add enough decibels in the upper-right corner of the dialog box to bring the volume to 94 decibels.

You may want to move the mp3 you saved to another folder, to have as a backup in case you want to tweak it later.

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.

Go back to Goldwave. Press Ctrl+A. Right-click on the left (upper green) channel and click Channel to select just that channel. Go to File > Save Selection As. If you're using the starter Pokemon brstm I provided, you will see two new files named w23L.wav and w23R.wav. Save the current selection as w23L.wav and say Yes when asked if you want to replace it. Now right-click on the right (lower red) channel and click Channel. Go to File > Save Selection As. Name it w23R.wav and say Yes when asked if you want to replace it.

Go back to the tool and finish up.

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 BrawlBox" (#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 BrawlBox (#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!

Playing a Song (#play)
Download BrawlBox from the link in #tools. Extract it somewhere. From here, you have three options for playing your brstms: you can run BrawlBox.exe and open a brstm from File > Open; you can make a desktop shortcut for BrawlBox and drag and drop brstms onto it; or you can set up a file association so that double-clicking a brstm opens it in BrawlBox automatically.

However you choose to do it, this is what you'll end up seeing:


Make sure the Loop box is checked, and press Play. When the song reaches the end, it will loop over. If it sounds good, you're done!
-------------------------------
6. Changing Music Titles (#titles)
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. The SD Loader is compatible with music titles.

Editing info_en.pac

Info_en.pac controls the music titles at the start of a match.

To edit it, use Brawlbox, provided in the #tools section. Open info_en in BrawlBox, and click on MiscData[140]. You'll find the music titles here. Start changing them to whatever you want -- there are no length limitations.



When you're done, click save.

If you are using the SD Loader, look at the size of the file. If it is above 391 KB, you need to click on MiscData160 and start replacing messages you think you'll never see or don't care about with single dashes (-) until the file size drops to 391 KB. ISO users do not need to worry about this.

Editing mu_menumain_en.pac

This file controls music titles in the My Music menu.

Editing this is easy if you've already edited info_en. Just right-click MiscData[140] in info_en, click Export and save it somewhere. Then open mu_menumain, right click MiscData[7], click Replace, and double-click the MiscData[140] you just saved. Save it and you're done.

-> ->

If you're using the SD Loader and you had to edit MiscData[160] in info_en, you'll need to export that as well and replace MiscData[9] in mu_menumain with it. Again, ISO users do not have to worry about this.
-------------------------------
7. Adding Your Files to Brawl (#brawl)
Ready to hear your custom song in action? We're almost ready to play!

-- SD Loader (#dsdl)

Make sure there are no folders inside your EditedSongs folder before beginning!

To add songs: Make sure the songs you want to add are in your EditedSongs folder. Run BRSTM2SD and follow the instructions. It's really just that simple.

Or, you can just create a path in your SD card, and place your songs there (must be renamed, see the tracklist in the second post).

X:/private/wii/app/RSBE/pf/sound/strm

To add edited music titles: Remove the _en from the names of both info and mu_menumain. The file path for info.pac is pf\info2. The path for mu_menumain.pac is pfmenu2. That is not a typo.

ISO Modification (#isomod)

Make sure you have the track list provided in Needed Tools before beginning.

Open your Brawl ISO in WiiScrubber (make sure you have the key.bin to make WiiScrubber work!).

Expand Data (partition 2), then scroll down to and expand sound. Expand strm to find every music file in the game. Use the Track List to find the song you want to replace. Right-click it and click Load. Navigate to EditedSongs (or wherever you keep your brstms) and double-click the song you want to put in. WiiScrubber will spend... quite a while on this, so be patient. When it's done, it will give you a message ("Replacing complete, now reparsing" or something very similar). Click OK, and after a moment, you will be back at the root of the ISO. Navigate back to strm and replace the next track you want to change. Repeat for every song you want to add. When you're done and WiiScrubber has reparsed the ISO, click X to close it (click Yes when asked if you're sure).

If using the USB Loader, follow the instructions in the link provided with it in #tools. If using the backup launcher, install it on your Wii. Put a DVD in your disc drive, run ImgBurn, set the burn speed to 2x, and begin. Ignore the message telling you there's not enough space (assuming you're using the full ISO and a single-layer DVD). After a while (about 55% completion), you will get an error saying it ran out of space. Ignore it, then tell it to finalize the disc anyway when prompted. Put the disc in your Wii and play!

Enjoy your custom music!
 

VysetheLegend

Smash Apprentice
Joined
Feb 22, 2006
Messages
170
Faq

FAQ

Index
1. SD Loader!
2. Out of space! D:
3. Restrictions?
4. Track list plz
5. Goldwave?
6. Static/song switching in-game?

1. Does the music work with the SD Loader?
Yes, but currently it's only for NTSC. PAL users will have to wait.

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. Do I have to use Goldwave? I wanna use Audacity or something...
Slashy made a version for Audacity. http://www.smashboards.com/showthread.php?t=240616

6. Sometimes, when I use a song with the SD Loader, I hear a lot of static, or the game suddenly switches to another song. What's up with that?
This problem has varying causes. Make a backup of everything on the SD card, then reformat it. That might fix it. According to Phantom Wings, songs that have a sampling rate higher than 32 kbps can cause this, but I don't think anyone is going to apologize for making songs too high-quality. Songs replaced on the ISO do not have this problem.
 

highfive

Smash Lord
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woah. That's a lot. You lost me after step 2. I'm not a very good focuser but good job though.
 

VysetheLegend

Smash Apprentice
Joined
Feb 22, 2006
Messages
170
I actually wrote this a long time ago on the KC:MM forums. I just randomly decided to bring it over here tonight. Thanks, though.
 

ChuteTheMessenger

Village's Strongest Hitman
Joined
Feb 19, 2009
Messages
288
I actually wrote this a long time ago on the KC:MM forums. I just randomly decided to bring it over here tonight. Thanks, though.
No wonder, thought I'd seen this somewhere. This makes 3 or 4 music guides, someone should kinda compile all that knowledge into one thread and then sticky it.
 

darksamus77

Smash Champion
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@xmanfit0, all the guides use different programs and tools. It'd be INSANE to combine all the music guides.
 

VysetheLegend

Smash Apprentice
Joined
Feb 22, 2006
Messages
170
Yours also has a pretty good shot at screwing up the song's volume.

But hey, if you guys wanna skip plugging some numbers into Windows Calculator (seriously, look at it instead of just saying "zomg tl;dr"; 70-80% of the guide is done in Calculator) at the expense of possibly creating a subpar song, it makes no difference to me. I put this here on a whim.
 

darksamus77

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Yours also has a pretty good shot at screwing up the song's volume.

But hey, if you guys wanna skip plugging some numbers into Windows Calculator (seriously, look at it instead of just saying "zomg tl;dr"; 70-80% of the guide is done in Calculator) at the expense of possibly creating a subpar song, it makes no difference to me. I put this here on a whim.
And I offer an alternative if equalizing clips the song. It's a nice guide, I discovered it first on Kitty Corp. I just could not make a BRSTM for my life when using it (as a hacking n00b), so I had to resort to something else...which brought me to the SmashBoards and the BRSTM Factory :laugh: funny how things work out these days
 

slimpyman

Smash Journeyman
Joined
Feb 6, 2008
Messages
273
Location
Boothwyn, PA
is there a rpogram out there that will generally let me drag and drop a brstm over the existing one and rename it appropriately?
 

Starscream

Smash Ace
Joined
Oct 22, 2006
Messages
636
Location
Burnaby, BC
So before I go ahead and read the entire guide and make my own .brstm, is there a way to increase the volume of an already existing .brstm without going into Goldwave and doing the whole process as an mp3?
 

Kei_Takaro

Smash Lord
Joined
Feb 3, 2009
Messages
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Underneath FD
I got bored so i did try this out once with one song. The looping process did take me quite a while though
Pretty cool guide :)
 
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