I know. It just that some character are so hard to edit. Specialy storm. You know how stupid n hard is editing that bitch. I read everything release by Eidrian but i still dont really undestand it. Isn’t there an easier way to fix storm. Im so tired so seeing her change colors. Atleast how to make stop changing colors (And no i do not want to use the original colors ).
Storm’s patches are quite easy actually. You just do 3 straightforward copies to particular button color you want to do and then just increase the luminace (or not if you just wanna be lazy). Process takes 10 seconds.
Yeah… It’s mostly cause people here are fucking stupid when it comes to that kind of stuff. I’m just waiting for SuupaBuu to make a palmod update for idiots.
Just wait till i’m done with the voices… oops!
:bgrin: You figure out the other format?
Voice collection? o_0
Can’t wait for next palmod update!!! U.S. PS2 file compatibility!! (plus support for extras)
Keep it up, Suupabuu!
yuuuuhhhhhhh.
Anyone know how to edit the vs. screen and win (K.O. sound) audio files??
Also, in the AFS002.afs file, has anyone tried editing those audio files (as opposed to the ones in afs000)? just wondering what they affect differently…
Random thoughts after seeing hits and misses at Final Round:
- We need a program / tool to check audio levels. My own mix fails because the audio is too loud and drowns out the sound effects at times. This is a fairly common problem. The first mix on the left I could not even tell what the hell was going on half the time because I could not hear the effects at all. I got punished for being more attentive to the audio cues that just weren’t there. =\
- Don’t bring broken/buggy mixes to tournaments. Flashing Storm and buggy Sent drones are bad. Cyclop’s kick being broken is kind of OK. Cyclops changing color all the time is bad.
- Custom special moves are OK if they blend. But the really big changes take away from the game if you’re not used to playing on them.
I would strongly suggest that custom special colors be banned from tournaments.
I’m thinking it would be a good idea to have a “verify extras” check built into PalMod to make sure people don’t have buggy Storms, Cyclops, etc. Buggy extras just make all of your hard work look bad. :sad:
yeah, when I made music mixes the tut. recommended increasing the volume, which was too loud. then when I just left the music as is for a second mix, it sounded allright, or mostly allright…
Well, if they can rip the voices and FX from the game you could play the sounds back at the volume they come out from the game and play the music you made in .bin file at the same time in some other audio player.
It probably would be ideal to get/verify the levels on the actual default game music files and then tailor any custom music to those levels. That would be the simplest solution.
Of course you could just go to the options in the game and turn down the music volume a couple points but leave the FX alone, if you made the music too loud… duh:looney:
What i dont understand is why would you keep increasing the volume on a song so much. What i did, i took one of the songs that sound excellent in the game and then i compared them with the other to see if they were as loud. Worked for me. Pallets anyone? LMAO.
The main issue is once a song is converted from a wav / mp3 to adx format which some Dreamcast / PS2 / and Gamecube games use for audio (Which Marvel VS Capcom uses) the volume is nerfed.
Say for example you take an MP3 of a song which has 100% volume, once decoded and re-encoded to ADX the volume for the file while you didn’t change the encoding process itself reduces it by like 10 to 15% thus it’s not nearly as loud as it used to be.
I did the same thing when I striped all of the music out of the Xbox version of Marvel VS Capcom 2 which they also use the exact same ADX files as well as naming as the Dreamcast version. And use adxencd.exe with my new / changed music to replace the entire soundtrack.
Most of the work involved required me to open up Audacity or another Wav editor program and increase the volume by like 20% before encoding the file to ADX because there is a loss of volume due to result. Same thing when I used ADX files for never ending looping tracks for Mugen, The same thing.
Even with attempts at normalization, everything wasn’t exactly at the same levels, so the proffered solutions still wouldn’t reach the “all songs perfectly leveled to existing game sound levels” solution really needed to have things rocking fully.
I have yet to hear a perfectly leveled Marvel mix. My kudos to those of you who have produced one. It would seem interesting to have something that could reliably take any given song and perfectly normalize it for Marvel.
EDIT: As regards “increasing the volume so much”, you’re ignoring the lack of precision available currently. “Increase volume by 15%” or so just doesn’t give you precise/great results - the levels are uneven and certain stages play differently as a result. =\
What’s so funny? 0_o…
I have this song from Donkey Kong 2 that i want to use in my mix. Even if i increase the volume on this one by 7 or 10 is sounds low. and when i put the volume up when playing on dreamcast it sounds terrible. Is it because its from an old system? I even found the OST online. Still nasty. Is there something i can use that will increase the volume but wont make it sound bad. Pallets anyone?
Is that music by anychance stickerbush symphony or the ghost forest level (forest interlude)?
Goldwave has a normalizing function. Unfortunately it isn’t freeware.