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thepoop555
Joined: 16 Sep 2007 Posts: 316 Location: Austin, TX
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Posted: Mon Mar 30, 2009 9:07 pm Post subject: |
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logo123 wrote: | I was able to put a working mogg file into Rockband x360.
The midi did not work yet but I know why.
The problem is that I can not compile GH2maker_xbox.
It must be changed so the Rockband midi works.
The header of GH2 and Rockband2 is the same.
Can someone try to compile it and tell me how?
(I used Visual Studio Express 2005) |
thesentence wrote: | Did you just say you got a mogg to work for 360 customs?! |
You can replace the audio in the xbox 360 version, but you can't get a working custom .mid file because of hashes that file has on it. _________________
SUPPORT GH: AVENGED SEVENFOLD
Arandomguy1 on YouTube
TrevorTheGreat wrote: | Oh my god I've never seen a bunch of bitching children like this before.
OMG I got perma-rockered! /world
So fucking what. Play your plastic guitar and get over it. |
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Alternity
Joined: 26 Jul 2008 Posts: 410 Location: Montréal, QC
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Posted: Fri May 22, 2009 7:44 pm Post subject: |
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I've readed (Is this the right english word? lol) all the thread, great work guys. But I was wondering if anyone of you figured out and tested out the unison bonus and the vocals notes that are changing (you know... like the everlong song.. or any song that have notes that changes.
That would defenitly be a must to have Full band customs that are accurate. Especially for online play XD
EDIT: I've checked the Perfect Drug midi. According to it there is nothing to mark a unison bonus, looks like if OD are somewhat near of exactly at the same time for each instrument it triggers it automatically.
As for the vocals changing notes, I've found that the + character in lyrics have something to do with it. Like lets say theres 2 notes for one lyric ''Sky'' for example, the second note would be the ''+'' lyric.
Didn't tested it yet, I'm waiting for the RB2 wii customs to be out to test all this. When it's tested I'll post a more detailled post. |
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mrbrdo
Joined: 14 Jun 2009 Posts: 5
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Posted: Mon Jun 15, 2009 7:41 pm Post subject: |
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I've asked this on another topic but I guess here is even more appropriate.
XEX includes hashes for MIDIs in songs included with the game, or Track Pack. What about DLC? Is there any DLC which is not in PIRS (but in CON for example)? |
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BHK
Joined: 21 Jul 2007 Posts: 189
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Posted: Mon Jun 15, 2009 8:01 pm Post subject: |
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Alternity wrote: | I've readed (Is this the right english word? lol) all the thread, great work guys. But I was wondering if anyone of you figured out and tested out the unison bonus and the vocals notes that are changing (you know... like the everlong song.. or any song that have notes that changes.
That would defenitly be a must to have Full band customs that are accurate. Especially for online play XD
EDIT: I've checked the Perfect Drug midi. According to it there is nothing to mark a unison bonus, looks like if OD are somewhat near of exactly at the same time for each instrument it triggers it automatically.
As for the vocals changing notes, I've found that the + character in lyrics have something to do with it. Like lets say theres 2 notes for one lyric ''Sky'' for example, the second note would be the ''+'' lyric.
Didn't tested it yet, I'm waiting for the RB2 wii customs to be out to test all this. When it's tested I'll post a more detailled post. |
Unison Bonuses aren't specified in the midi, they happen when you both collect OD at around the same time. A example of this can be seen in one of my videos here http://www.youtube.com/watch?v=swFmRDPZdR8 (1:02 I think is when the first unison bonus happens) |
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Gotsmack
Joined: 01 Apr 2007 Posts: 1693 Location: Manassas, VA
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Posted: Wed Jul 29, 2009 2:45 pm Post subject: |
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Has the meaning for #/^/* in vocal tracks been determined yet? Is it possible that it has something to do with how much of the pie gets filled? Meaning, does each symbol essentially signify the importance of each piece of the talkie phrase? Am I making sense?
Talkies have been reworked in RB2. Do all 3 symbols still exist?
I imagine the easiest way to see is compare RB1 Next to You to RB2 Next to You. |
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AerialX
Joined: 26 Oct 2008 Posts: 178
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Posted: Wed Jul 29, 2009 7:19 pm Post subject: |
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Gotsmack wrote: | Has the meaning for #/^/* in vocal tracks been determined yet? Is it possible that it has something to do with how much of the pie gets filled? Meaning, does each symbol essentially signify the importance of each piece of the talkie phrase? Am I making sense?
Talkies have been reworked in RB2. Do all 3 symbols still exist?
I imagine the easiest way to see is compare RB1 Next to You to RB2 Next to You. |
'#' are standard talkies. '^' gives you the points more easily than '#' because some syllables are harder to register with the mic, or the note is too short, etc. It gives the player a better chance of hitting hard-to-register talkies. Not sure about '*', though I think it might have been removed from RB2 (or I thought '^' was removed... I forget now. One of them was). _________________
RawkSD - Wii Rock Band 2 SD DLC Customs
IRC: #RawkSD on EFNet ( Mibbit) - Find others with RawkSD and full band customs online! |
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ajanata
Joined: 07 Jul 2007 Posts: 1167 Location: South Bay Area, CA
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Posted: Thu Sep 10, 2009 4:05 pm Post subject: |
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In my brief perusal of TBRB mids, there are now PART HARM1 and PART HARM2 tracks (harmonies) which look to be in the same format as PART VOCALS (including player 1/2 and overdrive). There are also now JOHN, PAUL, RINGO, and GEORGE tracks, which presumably are animation controls for the respective character. Everything else seems to be compatible with RB/2 as my chartgen program handled it just fine. _________________
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niq24601
Joined: 07 Jul 2008 Posts: 323
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Kawigi
Joined: 27 Feb 2008 Posts: 2879 Location: Redmond, WA
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Posted: Fri Sep 11, 2009 7:02 am Post subject: |
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niq24601 wrote: | Okay, having read this thread and tried out trial versions of three or four midi tools to look at stuff, I think I only have two questions for the time being:
(1) What's the "player 1/player 2 phrase" stuff? Is that for tug of war?
(2) Is it safe to calculate vocal points as being distributed evenly within the phrase, so that if there are N units of time where the vocalist is singing/talking (and the smallest unit of time appears to be 1/480th of a beat), the score for each unit is multiplier*1000/N ? I know good singers can get the full phrase before that, but if I'm just ballparking it, is that close enough? |
1 - Yes, for Tug of War.
2 - It depends on what you're doing. PathStats does exactly what you're describing. _________________
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ajanata
Joined: 07 Jul 2007 Posts: 1167 Location: South Bay Area, CA
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Posted: Fri Sep 11, 2009 12:44 pm Post subject: |
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The player 1/player 2 stuff is flattened and used as the phrase start/end markers for vocals (in all game modes), and then somewhat snapped to vocal note boundaries. I forget the specifics, but they only really matter if you're trying to determine where activation zones are.
They're ignored on all other instruments when not playing Tug of War.
Edit: Further research shows a PART HARM3 on some songs. I didn't notice it before. After looking at the mids in Reaper a bit, it looks like PART VOCALS is used if you say "just one vocal part please" and the PART HARM1/2/3 are used if you're playing in harmonies mode. I'll have to check this against the game later, and make changes to the chart program appropriately. _________________
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niq24601
Joined: 07 Jul 2008 Posts: 323
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Kawigi
Joined: 27 Feb 2008 Posts: 2879 Location: Redmond, WA
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Posted: Sat Sep 12, 2009 10:49 pm Post subject: |
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niq24601 wrote: | Okay, one more .
What's the base scoring on sustains? If I look at the track it seems to be 12 points per-note, per noteboard beat (not per beat in the BEAT) track. Does that sound right? |
That's correct, 12 points per beat. _________________
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redion1992
Joined: 26 Jul 2009 Posts: 20
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Posted: Sat Aug 14, 2010 4:57 am Post subject: |
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Apologies for necroing this thread, but I have some more info.
For songs that have a music video scene in RB2, there is a second venue track, imaginatively named MV VENUE. Looks very similar to the standard VENUE track, only for music videos only.
Also, while I'm here, may as well add the info on tom markers.
Grinnz wrote: | Regarding the info about most of the current library being charted for cymbals already, I have investigated the drum midis.
It appears midi notes 110-112 are used to indicate that drum hits are toms, in the same way that the force hammeron notes are used. In other words, as long as the duration of a note there, any corresponding notes in the chart will be toms, and any notes in the chart while there is no corresponding tom marker will be cymbals. (I guess they figure cymbals are more common than toms, which is definitely true, although if I add these notes to my customs, the Tool charts are going to be half tommed!)
110 - Yellow notes are toms
111 - Blue notes are toms
112 - Green notes are toms |
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