Difference between revisions of "Talk:BRASD (File Format)"

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(Submitting on his behalf)
 
m (Formatting/Edit)
 
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If I may make a prediction: These files produce sounds. Here's why I believe so:
 
If I may make a prediction: These files produce sounds. Here's why I believe so:
  
1. When Goombas walk, they produce a little "ploop" sound every time their foot touches the ground as they walk. This occur periodically.
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:'''1'''. When Goombas walk, they produce a little "ploop" sound every time their foot touches the ground as they walk. This occur periodically.<br \>
2. Piranha Plants periodically produce a "chomp" sound when idle. When they attack, they produce a louder "chomp" sound.
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:'''2'''. Piranha Plants periodically produce a "chomp" sound when idle. When they attack, they produce a louder "chomp" sound.<br \>
3. The "ASD" IN "BRASD" could mean "Animation-Sound Data".
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:'''3'''. The "ASD" IN "BRASD" could mean "Animation-Sound Data".<br \>
4. These files contain the following strings: Idle Piranha Plant - SE_CC_PAKKUN_MOUTH | Attacking Piranha Plant - SE_CC_PAKKUN_ATTACK | Walking Goomba - SE_CC_KURIBO_FN. Though I haven't looked in the BRASR file in a while, as I recall these sound like data entries in it's soundbank. I do not have a clean BRASR file so I cannot verify this.
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:'''4'''. These files contain the following strings: Idle Piranha Plant - SE_CC_PAKKUN_MOUTH | Attacking Piranha Plant - SE_CC_PAKKUN_ATTACK | Walking Goomba - SE_CC_KURIBO_FN. Though I haven't looked in the BRASR file in a while, as I recall these sound like data entries in it's soundbank. I do not have a clean BRASR file so I cannot verify this.<br \>
5. The number of ASCII strings in each file corresponds with the number of sounds the object makes each animation loop.
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:'''5'''. The number of ASCII strings in each file corresponds with the number of sounds the object makes each animation loop.<br \>
  
I suspect that this functionality is tied to keyframes in the corresponding animation, and be why [http://www.mariokartwii.com/threads/94552-SM64DS-MKWii-Hacks?p=6271550 editing models with Animation-Sound Data causes the game to crash].
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I suspect that this functionality is tied to keyframes in the corresponding animation, and be why [http://www.mariokartwii.com/threads/94552-SM64DS-MKWii-Hacks?p=6271550 editing models with Animation-Sound Data causes the game to crash] (This post has been removed - It detailed how the game crashed when replacing pakkun_f animations)
  
 
I do credit "SM64DS" for doing some sleuthing. He brought this to my attention and I think this may be the solution.
 
I do credit "SM64DS" for doing some sleuthing. He brought this to my attention and I think this may be the solution.
  
 
--[[User:QuadCube|QuadCube]] 05:56, 18 February 2016 (UTC)
 
--[[User:QuadCube|QuadCube]] 05:56, 18 February 2016 (UTC)

Latest revision as of 06:00, 18 February 2016

Purpose

One thing I cannot verify is what these files are for. One editor I've viewed the files in claim that they are animation files, but I fail to see how this was concluded.

  • They appear to correspond with the names of animations in model files
  • They do not reference any data within the model itself

I've only been able to locate these files in relation to Goomba and Piranha Plant objects:

  • Goombas have "Walk Left" & "Walk Right" files.
  • Piranha Plants have "idle" and "attack" files.

If I may make a prediction: These files produce sounds. Here's why I believe so:

1. When Goombas walk, they produce a little "ploop" sound every time their foot touches the ground as they walk. This occur periodically.
2. Piranha Plants periodically produce a "chomp" sound when idle. When they attack, they produce a louder "chomp" sound.
3. The "ASD" IN "BRASD" could mean "Animation-Sound Data".
4. These files contain the following strings: Idle Piranha Plant - SE_CC_PAKKUN_MOUTH | Attacking Piranha Plant - SE_CC_PAKKUN_ATTACK | Walking Goomba - SE_CC_KURIBO_FN. Though I haven't looked in the BRASR file in a while, as I recall these sound like data entries in it's soundbank. I do not have a clean BRASR file so I cannot verify this.
5. The number of ASCII strings in each file corresponds with the number of sounds the object makes each animation loop.

I suspect that this functionality is tied to keyframes in the corresponding animation, and be why editing models with Animation-Sound Data causes the game to crash (This post has been removed - It detailed how the game crashed when replacing pakkun_f animations)

I do credit "SM64DS" for doing some sleuthing. He brought this to my attention and I think this may be the solution.

--QuadCube 05:56, 18 February 2016 (UTC)