Jump to content

Avatar

[How-To] Playing Customs on Wii


  • Please log in to reply
3085 replies to this topic

#101 diesal11

diesal11
  • 11 posts

Posted February 5, 2014 - 04:27 AM

Anyone had any success with opening the Xbox DLC MOGG/MIDI for modification? Both seem to be encrypted or something to me, Audacity and Reason refuse to import them and i want to cut the MOGG size down so it stops lagging :(

Newer DLC can't be decrypted to do this, so therein lies the biggest issue. The midi should be fine in either case.

oh damn, guess i'll have to combine all the tracks or something.

#102 koit

koit
  • 95 posts

Posted February 9, 2014 - 04:59 PM

Ok, well I tried loading packed PAL content onto an un-modded, clean Wii. No joy.

Now, can I softmod my Wii (version 4.3E Pal) using this method as it seems straight forward vs that other post from page 1 which seems massively complicated........

http://lifehacker.co... ... ve-minutes

If anyone else out there has added custom songs into a PAL version, can they get in touch and help.

The packing thing I think I have got down, but confirmation would be welcome.

#103 diesal11

diesal11
  • 11 posts

Posted February 9, 2014 - 05:06 PM

If anyone else out there has added custom songs into a PAL version, can they get in touch and help.

The packing thing I think I have got down, but confirmation would be welcome.

Reporting in!
I have no issues, even with songs that don't work. it recognizes that the packages are there. I am modded and installed the required WAD however.

Also, if you wanna softmod, just use Modmii.

#104 RBPwnage

RBPwnage
  • 13 posts

Posted February 9, 2014 - 11:00 PM

I'm having trouble. When I put my packed DLC on my SD card and load up RB3, I get a message that says "License for this add-on content has been deleted" or something like that. After looking through this thread, I found out that you need to have at least one DLC from the sZFE generation, since that's the folder I specified in the songs.dta file. I don't have DLC from the sZFE generation; however, I do have some from SZCE, SZEE, and SZJE. Can I specify sZJE in the songs.dta file of my custom instead of sZFE?

#105 StackOverflow0x

StackOverflow0x

    Wii Guy

  • 1,424 posts

Posted February 10, 2014 - 06:26 AM

I'm having trouble. When I put my packed DLC on my SD card and load up RB3, I get a message that says "License for this add-on content has been deleted" or something like that. After looking through this thread, I found out that you need to have at least one DLC from the sZFE generation, since that's the folder I specified in the songs.dta file. I don't have DLC from the sZFE generation; however, I do have some from SZCE, SZEE, and SZJE. Can I specify sZJE in the songs.dta file of my custom instead of sZFE?

I wouldn't recommend that since you would be overwriting songs at that point. Ideally, you should have the sZFE WAD installed so it could let you load the DLC. Plus, the files provided expect the working generation to be sZFE. If you can gather the necessary files for the other generations to replicate exactly what I'm doing with sZFE, try it. It would require much more experimentation though.

Unrelated, for those who have had to downmix multitracks that are not custom songs, there is now another option. Using the RAD Video Tools, you can produce your own multitrack BINK files to use instead of moggs. As far as I'm aware, you don't get the pause/desync glitch this way because there is no mogg header to worry about. Observe this working code.
bink Audio\0.wav Audio\dummy.bik /d950000 /m3.0 /O /l4 /p8 /r32000 /b16 /c1
binkmix Audio\dummy.bik Audio\0.wav Audio\newmix.bik /T0 /O /L4 /R32000 
binkmix Audio\newmix.bik Audio\1.wav Audio\newmix.bik /T1 /O /L4 /R32000 
binkmix Audio\newmix.bik Audio\2.wav Audio\newmix.bik /T2 /O /L4 /R32000
binkmix Audio\newmix.bik Audio\3.wav Audio\newmix.bik /T3 /O /L4 /R32000 
binkmix Audio\newmix.bik Audio\4.wav Audio\newmix.bik /T4 /O /L4 /R32000 
binkmix Audio\newmix.bik Audio\5.wav Audio\newmix.bik /T5 /O /L4 /R32000 
binkmix Audio\newmix.bik Audio\6.wav Audio\newmix.bik /T6 /O /L4 /R32000 
binkmix Audio\newmix.bik Audio\7.wav Audio\newmix.bik /T7 /O /L4 /R32000 
binkmix Audio\newmix.bik Audio\8.wav Audio\newmix.bik /T8 /O /L4 /R32000
This expects you to rip the audio tracks from a mogg and name them in order as 0.wav, 1.wav, etc. You'd use the DTA to let the numbers stand in for the instrument parts. This code expects the files to be in a folder named Audio. It outputs a newmix.bik file which you can rename and use in place of a mogg file. L is compression quality and 4 is acceptable. I think even 10 sounded really bad. R is the audio rate, which downsamples it to a passable 32000 Hz. You need to paste this code in the Batch window that pops up when you click that button in the RAD Video Tools application. Also, I believe this only works on Wii and not Xbox or PS3.

#106 BoboFro

BoboFro
  • 27 posts

Posted February 10, 2014 - 08:10 PM

I am attempting to import Lego Rock Band songs but I'm not entirely sure of what I'm doing. I read the scorehero wii customs thread and I have the ripped game on my computer and loaded it into Rawksd. I've been able to either install to an sd card which puts them into .bin files which I doubt will work, or install locally which gives me 6 files: .audio, .chart, .milo, .pan, .weights, and "songdata". I tried the export to 360 dlc option but that gave me an error. I don't know if I can do anything with either the bins or the other files to get them into the same format as the customs. From what I read on the scorehero thread it seemed like I'd be able to use my Lego to get the files, but RB1 would require getting the 360 files. Any suggestions?

#107 StackOverflow0x

StackOverflow0x

    Wii Guy

  • 1,424 posts

Posted February 10, 2014 - 08:17 PM

There's a DLC unpacked tool which I think works for getting the necessary files out of the bin files. Another option is to try to get ArkTool to unpack the disc yourself and get the necessary files out that way.

#108 RBPwnage

RBPwnage
  • 13 posts

Posted February 10, 2014 - 09:47 PM

I'm having trouble. When I put my packed DLC on my SD card and load up RB3, I get a message that says "License for this add-on content has been deleted" or something like that. After looking through this thread, I found out that you need to have at least one DLC from the sZFE generation, since that's the folder I specified in the songs.dta file. I don't have DLC from the sZFE generation; however, I do have some from SZCE, SZEE, and SZJE. Can I specify sZJE in the songs.dta file of my custom instead of sZFE?

I wouldn't recommend that since you would be overwriting songs at that point. Ideally, you should have the sZFE WAD installed so it could let you load the DLC. Plus, the files provided expect the working generation to be sZFE. If you can gather the necessary files for the other generations to replicate exactly what I'm doing with sZFE, try it. It would require much more experimentation though.

Unrelated, for those who have had to downmix multitracks that are not custom songs, there is now another option. Using the RAD Video Tools, you can produce your own multitrack BINK files to use instead of moggs. As far as I'm aware, you don't get the pause/desync glitch this way because there is no mogg header to worry about. Observe this working code.
bink Audio\0.wav Audio\dummy.bik /d950000 /m3.0 /O /l4 /p8 /r32000 /b16 /c1
binkmix Audio\dummy.bik Audio\0.wav Audio\newmix.bik /T0 /O /L4 /R32000 
binkmix Audio\newmix.bik Audio\1.wav Audio\newmix.bik /T1 /O /L4 /R32000 
binkmix Audio\newmix.bik Audio\2.wav Audio\newmix.bik /T2 /O /L4 /R32000
binkmix Audio\newmix.bik Audio\3.wav Audio\newmix.bik /T3 /O /L4 /R32000 
binkmix Audio\newmix.bik Audio\4.wav Audio\newmix.bik /T4 /O /L4 /R32000 
binkmix Audio\newmix.bik Audio\5.wav Audio\newmix.bik /T5 /O /L4 /R32000 
binkmix Audio\newmix.bik Audio\6.wav Audio\newmix.bik /T6 /O /L4 /R32000 
binkmix Audio\newmix.bik Audio\7.wav Audio\newmix.bik /T7 /O /L4 /R32000 
binkmix Audio\newmix.bik Audio\8.wav Audio\newmix.bik /T8 /O /L4 /R32000
This expects you to rip the audio tracks from a mogg and name them in order as 0.wav, 1.wav, etc. You'd use the DTA to let the numbers stand in for the instrument parts. This code expects the files to be in a folder named Audio. It outputs a newmix.bik file which you can rename and use in place of a mogg file. L is compression quality and 4 is acceptable. I think even 10 sounded really bad. R is the audio rate, which downsamples it to a passable 32000 Hz. You need to paste this code in the Batch window that pops up when you click that button in the RAD Video Tools application. Also, I believe this only works on Wii and not Xbox or PS3.

I forgot to say that I DID try installing the sZFE WAD, but when I tried to install it, it didn't work.

#109 StackOverflow0x

StackOverflow0x

    Wii Guy

  • 1,424 posts

Posted February 10, 2014 - 10:02 PM

I forgot to say that I DID try installing the sZFE WAD, but when I tried to install it, it didn't work.

Didn't work as in, it didn't load content you packed afterwards? Remember you are expecting an error when installing to count as "working".

#110 RBPwnage

RBPwnage
  • 13 posts

Posted February 10, 2014 - 10:36 PM

I forgot to say that I DID try installing the sZFE WAD, but when I tried to install it, it didn't work.

Didn't work as in, it didn't load content you packed afterwards? Remember you are expecting an error when installing to count as "working".

Yeah, I figured that out. But now when I try to load USB Loader GX it crashes, and says "Exception occured!"

#111 StackOverflow0x

StackOverflow0x

    Wii Guy

  • 1,424 posts

Posted February 10, 2014 - 10:55 PM

I forgot to say that I DID try installing the sZFE WAD, but when I tried to install it, it didn't work.

Didn't work as in, it didn't load content you packed afterwards? Remember you are expecting an error when installing to count as "working".

Yeah, I figured that out. But now when I try to load USB Loader GX it crashes, and says "Exception occured!"

That has never happened to me. I don't use GX though, but look at some other videos for potential fixes.

Also, the cause of the crashing error some songs were plagued with may have been isolated. Hopefully a lot of songs that were uploaded with the broken version have been fixed now.

#112 BoboFro

BoboFro
  • 27 posts

Posted February 12, 2014 - 08:03 AM

I got an import to show up in my song list, but it froze while loading. I used the dta from the RBHP and noticed there was some formatting differences between that and the dta from the c3 songs; for instance in the RBHP there wasn't the 'tracks_count' section. I ended up just renaming the chart, audio, and milo files from rawksd and using the dta and album art from RBHP because I couldn't get other methods to work. I realize that could also be my problem. I also was doing this late at night so I could have messed up some other way.

#113 koit

koit
  • 95 posts

Posted February 13, 2014 - 12:03 AM

Reporting in!
I have no issues, even with songs that don't work. it recognizes that the packages are there. I am modded and installed the required WAD however.

Also, if you wanna softmod, just use Modmii.



Thanks for replying fella....

My friend is gonna mod my wii. What is this WAD of which you speak and can you get me it ?

#114 StackOverflow0x

StackOverflow0x

    Wii Guy

  • 1,424 posts

Posted February 13, 2014 - 05:54 PM

I got an import to show up in my song list, but it froze while loading. I used the dta from the RBHP and noticed there was some formatting differences between that and the dta from the c3 songs; for instance in the RBHP there wasn't the 'tracks_count' section. I ended up just renaming the chart, audio, and milo files from rawksd and using the dta and album art from RBHP because I couldn't get other methods to work. I realize that could also be my problem. I also was doing this late at night so I could have messed up some other way.

Did you get this solved? If it froze while loading, make sure you didn't use all instruments mode without having loaded its upgrade.

#115 BoboFro

BoboFro
  • 27 posts

Posted February 13, 2014 - 06:13 PM

Haven't gotten it working yet, but I've been busy the past couple days so I haven't worked on it much either. I wasn't in AIM, haven't touched that in a long while. This weekend I'll probably get back at it; would love to have some of the Lego, RB1, and AC/DC songs. I haven't bought RB1 or AC/DC yet, trying to get Lego to work first.

#116 RBPwnage

RBPwnage
  • 13 posts

Posted February 14, 2014 - 08:54 PM

Got it working! Just had to reinstall the IOS that made USB Loader GX work.

#117 StackOverflow0x

StackOverflow0x

    Wii Guy

  • 1,424 posts

Posted February 15, 2014 - 01:23 AM

Got it working! Just had to reinstall the IOS that made USB Loader GX work.

Glad you got it working.

Also, new releases from here on out will now have all of their venues properly converted, so it makes for a much better experience. Wii customs are now much closer in quality to the Xbox kind and it really makes a difference.

#118 BoboFro

BoboFro
  • 27 posts

Posted February 15, 2014 - 07:47 PM

Did you get this solved? If it froze while loading, make sure you didn't use all instruments mode without having loaded its upgrade.


I was able to get a L:RB song to work! Using the Rawksd files from earlier I changed the .audio to .bik and I also changed the .chart to .mid and ran that through the C3 CON Tools MIDI cleaner, that part may not have been needed. I was surprised to see leader boards work. I saw that you and 1 other person had posted for "Accidentally In Love".

Unrelated to that, I'm not sure use Audacity to lessen the audio quality of xbox customs so they will play smoothly. Admittedly, I just got Audacity so I'm not that fluent in it. I was able to export the included moggs as oggs with multiple tracks at a lower rate, however those files were bigger than the original moggs so I figured I was doing something wrong. I didn't try to merge or delete tracks due to being a novice with Audacity. The first time I tried it I wasn't exporting as multiple tracks, but those were only mono and very small so I didn't try them in game.

#119 StackOverflow0x

StackOverflow0x

    Wii Guy

  • 1,424 posts

Posted February 16, 2014 - 12:35 AM

When you open a mogg in Audacity, you'll first have to properly make stereo tracks of the parts that are considered stereo based on the song's dta file. Once you've got all the pairs, then you can convert them to Mono to cut back on some tracks. What you can also do is just export each individual track as its own WAV file and make it into a BIK file following the instructions at the top of this page. That should let you reduce the quality slightly so it may remove the stuttering.

#120 snoopy329

snoopy329
  • 81 posts

Posted February 17, 2014 - 12:23 AM

Hi and please forgive me if this question or problem has been posted before but, I tried a search and couldn't really find an answer. I have successfully been able to add dozens of customs on my Wii but, currently, there are 2 songs that will always freeze up when I am at the kaleidoscope loading screen. They are on different slots. I've checked the files and they all seem to be fine (deleted prevmogg files, 40mb limit on BIN file, 400kb limit on the app files). I only have about 3 to 6 songs on each slot.

So, what could be the problem?




1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users