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User talk:Robotortoise/Archive 1

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Image Guidelines

You need to start taking screenshots in native resolution, as stated in the image guidelines. Please be sure to properly name and categorize your images as well. --BMF54123 20:28, 16 April 2013 (EDT)

a: Okay. I had taken it at native, but it seems Dolphin doesn't like to SAVE at native resolution. (It was scaled, I guess.) Anyways, I made it 4:3. And I'll try to use better naming next time and scale it beforehand.

Thanks for your patience. I'm new to TCRF.Robotortoise 20:32, 16 April 2013 (EDT) a : You'll need to figure out how to set Dolphin to save native res shots, as we also do not allow manually resized images. Resizing an image produces unwanted scaling artifacts. --BMF54123 20:34, 16 April 2013 (EDT)

Better?

SSBMelee-Greatbayunderocean.pngRobotortoise 20:42, 16 April 2013 (EDT)

Yes, that's what we're looking for. Thanks. --BMF54123 20:43, 16 April 2013 (EDT)
You're welcome. :) Thanks for your patience! I look forward to helping out around TCRF! Robotortoise 20:44, 16 April 2013 (EDT)
Oh wow! there was an underwater part to the map?

Fireflamesniper (talk) 18:21, 14 October 2015 (EDT)

Work-In-Progress Articles

Please keep unfinished articles in your userspace (e.g. User:Robotortoise/Page Name) until they have enough content to be moved to the mainspace. I've moved the Kid Icarus: Uprising page here for now. --BMF54123 00:11, 8 August 2013 (EDT)

Er.....allright. Sorry bout that. I guess that makes sense. I'll add the AR card info, then add it. Robotortoise 01:00, 9 August 2013 (EDT)
On a related note, please don't move pages out of other users' userspaces without their consent. A page may still be a work in progress, even if it appears complete. --BMF54123 20:25, 13 August 2013 (EDT)
Oops. Sorry bout that. Robotortoise 23:52, 13 August 2013 (EDT)

cloud to butt

Hi! Please disable this when editing articles and talk pages or else I'm going to block you! This obviously isn't your first warning judging by the SMG2 talk page --Devin (talk) 15:41, 6 April 2014 (EDT)

I apologize. I thought I'd remember to disable it when editing SMG2 articles. Guess not. I'll have to disable it permanently for the good of TCRF....
I should write a version that doesn't alter it in text fields. :/ Anyways, sorry for the trouble. Robotortoise (talk) 16:00, 6 April 2014 (EDT)
please stop --Devin (talk) 16:21, 18 October 2014 (EDT)
also don't remove posts from your talk page, etc etc --Devin (talk) 16:28, 18 October 2014 (EDT)
Yes, I just removed the new extension. I had previously tested this version with other text fields and it didn't seem to alter them, so I had assumed it wouldn't on TCRF. For whatever reason, chrome extensions don't seem to recognize TCRF as a text-inputable field...Robotortoise (talk) 16:37, 18 October 2014 (EDT)

Talk page edits

Make sure when you're adding to talk pages that you don't completely overwrite other people's posts, like you just did on the Wind Waker talk page. --Devin (talk) 15:53, 18 October 2014 (EDT)

Agh. Sorry. Won't happen again! Robotortoise (talk) 16:13, 18 October 2014 (EDT)

Zelda Gallery Music

You seem to be interested in Twilight Princess music: I've ripped (well, uploaded) the background music (soundcloud) from the 'Zelda Gallery' ROM that was broadcast at E3 2005. Does this music show any differences or tell you anything about prerelease versions of the game? --Hiccup (talk) 10:33, 13 December 2014 (EST)

Thanks! I added it to the field.bms page.
Unfortunately, unless the track you gave me is sequenced, I can't figure out how to load it in Twilight Princess :with the correct soundfonts....Robotortoise (talk) 13:05, 13 :December 2014 (EST)
I'm glad I found something interesting. It is not sequenced however, weirdly the whole thing is a SWAV. I said I ripped it, but it was really down to explanations from FAST6191 and snakemeat for updating vgmtoolbox. --Hiccup (talk) 14:07, 13 December 2014 (EST)
Crud. Then I can't manually change the soundfont.Robotortoise (talk) 14:20, 13 December 2014 (EST)
If you can't find the soundfont in Twilight Princess, have you looked in the demo versions? I think one of them, at least, is a prototype.
Hmm. That's an idea. I'll talk to the guy who managed to load it ingame with the wrong soundfonts. Robotortoise (talk) 14:43, 13 December 2014 (EST)
I'm not familiar with TP, so could you confirm if either of them are prototypes? If one was, it would probably make an interesting article. --Hiccup (talk) 14:47, 13 December 2014 (EST)
The 2006 E3 demo is, at least. Robotortoise (talk) 16:46, 13 December 2014 (EST)


Xenoblade Extracting Sound Files

I've used the resources File:Xenoblade Extract.zip and saw you offered help. I've basically got everything down except for what to do with files such as .dat, .t, .tpl, .brlan, and .brlyt. I also can't extract the adx or ahx files with the tools you provided. I'm not sure what I'm doing wrong. I assumed you dragged the file to the appropriate tool, but to no avail. Griffion (talk) 17:36, 17 July 2015 (EDT)

tpl files are textures, brlyt files are layout files. -Einstein95 (talk) 17:40, 17 July 2015 (EDT)
You're almost there! Use BrawlBox for the textures. (.tpl) Use BRRES Viewer for the models and their animations. (BRRES and .mca) Use VLC for the .thp videos. Use vgmstream and foobar for the .adx files.
.t files you can open up in notepad. They seem to contain what the game precaches into RAM. (i.e. if you go to Makna Forest, that tells it to load trees into the game's memory) .rel files are animation, and .arcs are viewable with BrawlBox, which was listed above. I think .dat files contain OTHER file types. I'm looking into it. If you have any other questions, don't hesitate to ask! Robotortoise (talk) 02:09, 18 July 2015 (EDT)
I have everything you mentioned above now. Only things I can view are brres models (though I've known how to do that part).tpl and arc files didn't open in BrawlBox, I don't see any thp files for VLC and I'm not sure what to do with all the plugins/.dll files I got from vgmstream and foobar. It won't open adx files. I'm sorry. I'm really noobish at this stuff, but I'm trying to learn. Especially if I really want to mod this game!Griffion (talk) 21:52, 18 July 2015 (EDT)
That's odd .tpl and .arc don't open in Brawlbox. Try dragging and dropping them over the program. The THP files are located in (somewhat ironically) ev/realtime. You know, the prerecorded videos and prerendered audio files are located in....realtime. Yeah. Anyways, try dragging the .dlls to the location of foobar. You know, C://Program Files(x86)/foobar2000/plugins or whatever. If that doesn't work I can give you an executable for foobar. Robotortoise (talk) 22:16, 18 July 2015 (EDT)
If I couldn't load it from within the program then I tried dragging and dropping. BrawlBox gives me error message "Unable to recognize input file" for both tpl and arc. Trying to load thp from within the VLC program, no files appear at all. Trying to drag and drop the rev files, some play and some start to play but with horrendous sound scratches! The sfd files play the cutscenes and the adx files in realtime/en play in VLC. I can't get the cutscenes and audio to play at the same time. For Foobar I have "foo input vgmstream.dll" in foobar2000/plugins. As for the dependencies: libvorbis.dll, libmp3 123-0.dll, and libg7221_decode.dll are said to be put in the foobar directory. But the vgmstream.dll's read me file says to put it in my winamp directory? Similar to BrawlBox, Foobar says the adx files in realtime/en are unsupported file formats.
Hm, try using the U8tool that was provided in that zip I gave you for the .arc files. It mentions "arc" in the folder name. You may need the new version of foobar's vgmstream plugin to play .adx. I'll send it to you as soon as I'm on my regular PC. Try sticking all the dependencies in the plugin folder first, though. Or you could use them with winamp. That's what they're really meant for.
Now, you said you got .rev files to play audio? What program did you use? I thought .rev files were animation data! Robotortoise (talk) 01:58, 19 July 2015 (EDT)
I have a U8tool I got from a user at GBA temp. I basically have every extraction tool and script: Quickbms, U8Tool, Falo's scripts (though I don't know what some of them are for). The rev are rar reconstruction files. I didn't know they were animation for the cutscenes. I extracted 2 arc files in menu/en to get 3 folders named anim, blyt, and timg. I don't know what the files in the folders are for so I've ignored them for now. When you said use BrawlBox for arc, I thought you meant u didn't have to use a U8tool. So Use the U8 and then brawlbox on the extracted files in those 3 folders?
I downloaded the newest version of vgmstream plugin from the link you provided. I have the dependencies in the winamp root and the foobar plugins folder with vgmstream. They still wouldn't open in Winamp or foobar. I wasn't sure if you just make a plugin folder, stick the files in there and use it or if you must do something else first. That is what I've been doing though. The read me for vgmstream also mentions something called test.exe though that wasn't in the folder so I ignored it.Griffion (talk) 02:15, 19 July 2015 (EDT)
Here, just use File:Foo input usf.7z for foobar. Extract it from the .7z and double click it. It should open in foobar and install the plugin. This'll make things easy. :) As for BrawlBox, what version do you have? I have v0.71 and the .arc files work fine for me just dragging and dropping. Maybe you have an older version? And I'll test the .rev files, thanks.Robotortoise (talk) 02:28, 19 July 2015 (EDT)
I have v0.63d according to this... maybe that is why. I'm going to download v0.71 and get back to you on that and the foo_input. Thanks for the upload btw. And be careful trying to open those rev files. Some don't open, but those that do have a very loud and painful sounding scratch like noise!Griffion (talk) 02:48, 19 July 2015 (EDT)
Updated to BrawlBox v0.71 and tpl and arc files open! Following the instructions you gave for foobar... it didn't work. But it looks like you didn't have the vgmstream plugin in to install for it, instead Lazyusf? I went ahead and did that, then applied the vgmstream and now .adx files play! Although the dependencies didn't work so I guess those are for winamp usage? Now that it all works, what is the difference between VLC and foobar for playing adx audio? You originally told be .tpl for VLC and adx for foobar. I still don't see tpl files. in ev/realtime there is .rev animation files (rar recovery files) and the sfd movie files which did play in VLC, though I couldn't get it to play with the right adx. In ev/realtime/en there are all the adx audios, but I still see no tpl's.Griffion (talk) 03:40, 19 July 2015 (EDT)
TPL files are textures. They won't open in foobar or VLC. Anyways, it doesn't matter what you used to open them as long as they work! :) Robotortoise (talk) 21:00, 19 July 2015 (EDT)
Sorry, meant .tph, not tpl. I still don't see .tph file extensions in ev/realtime. Just the .rev (rar recov files) and sfd cutscene files. Then in realtime/en are the adx audios but still no tph? Anyway, I guess the only things I can't open now are the adx.pkb... (I guess I already opened it cause I have a folder of it extracted... but now when I try using the quickbms script it won't work). Ok that doesn't matter, I guess I have it. But, I'm having the same problem with ahx.pkb. It just won't extract with quickbms?! Other than that I guess the only other thing I am interested in is the billions of .dat files that make up almost the whole game. I'm guessing that is the actual code. Like what Helsionium originally opened up to switch the map files around to access the shoulder. If that is the case, then I assume I open them in a hex editor. And then... I just need to learn to read it. With that, I might end up closer to making a restoration mod for this game. Know anyway or place I can learn to understand hex and all that jazz?Griffion (talk) 22:51, 19 July 2015 (EDT)

Contact/IRC Help?

Hello! My version of mIRC ran out recently and I'd like to talk with you about something, yet I can't set up Hexchat to tcrf's servers - the tutorial on the official site isn't helping. I saw that you used Hexchat, so would you mind helping? Though, I feel like it'd be easier if we didn't rely on IRCs to talk to each other in private, so do you have any other way for me to contact you, say Skype or Steam? (I hope I did this right, I'm using 'Add Topic' instead of just editing the entire article.) --Kayya (talk) 18:43, 14 September 2015 (EDT)

Yeah, you did it correctly. You can contact me via Steam. My username is Robotortoise there too. :) Robotortoise (talk) 19:09, 14 September 2015 (EDT)

Xenoblade Cutscene Camera?

I'm sorry for bothering you, but how do you manipulate the camera during cutscenes in Xenoblade? --Blank (talk) 16:03, 21 September 2015 (EDT)

No no, you're no bother at all! :) Anyways, I just use Dolphin's Free Look tool. It's an option under "Graphics" and then "Advanced". By the way, if you ever want to contact me to talk about Xenoblade findings or something via Steam or IRC, feel free to. My username on Steam is "Robotortoise" and you can access the tcrf IRC here. Robotortoise (talk) 16:26, 21 September 2015 (EDT)

Editing mainspace, policy pages, and the new Sourcing template you created

Hello, as I mentioned on IRC before, please do not edit any pages on the wiki that change official policy without explicit approval from an administrator. While your efforts to help are appreciated, they often cause headaches and more work for us because we either do not want to change policies, want to deliberate on them more before changing them, or take a different approach than the way you've written them. By repeatedly taking matters into your own hands, you end up causing more work for us and do not end up helping the wiki the way you intend. Please discuss any changes you wish to make with an administrator, and let them make any changes on the wiki.

Thank you.

Bast (talk) 01:28, 23 September 2015 (EDT)

Thanks for ignoring this warning and creating a new template without asking us. We really appreciate it. --BMF54123 (talk) 18:11, 6 December 2015 (EST)
Thanks for ignoring this warning a second time an editing a template that is featured on the main page. What would we do without you. You've earned the prize of being banned for a day. -Einstein95 (talk) 20:58, 20 December 2015 (EST)

More Xenoblade Things

So I'm supposed to extract the snd.pkb and snd.pkh files to get the audio files for the characters right? Everytime I do this, it spits out a load of .dat files, do you know what I'm supposed to do after this? Also, would you happen to know where the table(s) for enemy drops are located, according to a Japanese fansite (and Xenoblade Wiki), several enemies carry items that are impossible to steal because said items have a drop rate of 0%. --Iggy (talk) 15:21, 30 September 2015 (EDT)

Yeah, you have to use a different script for the snd.pkh archive. Use this exe for the sound.pkb.
And the "XBSE" tools contain files to edit the text, but unfortunately it only works on the Japanese copy. Message me on Steam sometime or on IRC and we can discuss our findings.Robotortoise (talk) 15:48, 30 September 2015 (EDT)
So I downloaded the exe. But I still can't seem to extract the audio files? Sorry for being such a bother. --Iggy (talk) 16:12, 2 October 2015 (EDT)
No problem at all! You want to drag ahx.pkb and ahx.pkr to ahx2wav.exe. Robotortoise (talk) 19:22, 2 October 2015 (EDT)
Just one more thing, do you know where the enemy/NPC/generic sounds are stored? --Iggy (talk) 17:03, 5 October 2015 (EDT)
I have no idea....Robotortoise (talk) 18:18, 5 October 2015 (EDT)

@Iggy about Enemy sounds: They appear to be in the .kyp files in the chr.pkb file archive. They're in RSAR format (.bcsar?), and can be extracted via hex editor. Eureka Drama X (talk) 23:44, 23 October 2015 (EDT)

You know, that actually would explain why enemies and npcs use .kyp files. Thanks. Robotortoise (talk) 17:35, 24 October 2015 (EDT)

It would. Also related to .kyp, the file offsets start at line 0x00000010; and the first 4 values are addresses for the BRRES files and the RSAR sound banks, so making an extractor would be fairly easy... Example: http://prntscr.com/8uzcdx - file offset ref first line (0x00000060): http://prntscr.com/8uzci4 second line (0x0000FCE0): http://prntscr.com/8uzcrh third line (0x000665C0): http://prntscr.com/8uzd9j fourth line (0x00066680): http://prntscr.com/8uzdk7 So yeah, thought that was worth a point out. Eureka Drama X (talk) 20:20, 24 October 2015 (EDT) EDIT: I and a friend made a QuickBMS Script to extract the KYPs. https://dl.dropboxusercontent.com/s/42wsp3m0h6wfc7y/script_site.html?dl=0 Eureka Drama X (talk) 19:44, 16 November 2015 (EST)

Very useful, thank you! Robotortoise (talk) 21:27, 16 November 2015 (EST)