Difference between revisions of "Talk:GuitarsOnFire"

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| text = '''This page really needs to be cleaned up. [[User:Daid|Daid]] is working on it. But feel free to help. Note that much of the information could be moved to the actual [[GuitarsOnFire]] page or removed because it's no longer relevant.'''
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| [[Talk:GuitarsOnFire/archive1|/Archive 1]]
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[[Talk:GuitarsOnFire/archive2|/Archive 2]]
 
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== Nyko Frontman Wireless Guitar ==
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== can't import frets on fire songs ==
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soooo i decide to add some songs. I go into the root folder of the sd card and open up the guitarsonfire folder. the first problem i notice is inside the folder there's nothing in there but a bunch of zero KB alias files and no songs folder. so hey, i just made a new folder called "songs" at put it in there. so i downloaded a few songs from the frets on fire song list linked to on the guitars on fire page. they each came in a folder and each contained the following: guitar.ogg, label.png, notes.mid, and song.ini. since they all came in folders and you cant have multiple files with the same name in the same folder i just put the folders in there. they did not show up in-game. so i just took all of the files out of one of the folders and put them in guitarsonfire/songs/. that didnt work either. so i dont know what i'm doing wrong, someone enlighten me.
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[[User:Buddyhunter|Buddyhunter]] 23:12, 28 August 2010 (CEST)buddyhunter
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:The songs need to be in subfolders in one of the following locations:
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<pre>guitarfun/songs
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guitarsonfire/songs
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apps/guitarfun/songs
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apps/guitarsonfire/songs</pre>
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These folders might need to be in lower case (not sure, mine are), and songs can be in sub-folders. So I have:
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<pre>guitarsonfire/songs/Beatles,_The/Yesterday_Jukilum/guitar.ogg
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guitarsonfire/songs/Beatles,_The/Yesterday_Jukilum/notes.mid
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guitarsonfire/songs/Beatles,_The/Yesterday_Jukilum/song.ini
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guitarsonfire/songs/Beatles,_The/Yesterday_Jukilum/song.ogg</pre>
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For the songs to show up the "song.ini" is a requirement, without a song.ini it won't show it. --[[User:Daid|Daid]] 22:00, 6 September 2010 (CEST)
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 +
== a few ideas i had ==
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a why hello there daid, i was just playing 1.1 for the first time, and its the best thing since sliced bread. here's a few idea's i had and would be willing to help with.
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First off, Solo Sections, now im not sure if you would be more interested in The GH Solo way or the RB Way. Here's Some FYI's In Case You Decide To Go Through With This.
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*MIDI note 103 (G6) marks solo sections (guitar only).
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That's The Way MID's Compatible With FoFiX/RawkSD Work, Now Guitar Hero Just Has The Notes Tappable (with the exception of chords), but rockband add's up the notes in the solo sections as followed
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*100% Solo = 100% of notes added = perfect solo (- starpower/overdrive)
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*95-99 = 80% = great solo
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*90-95 = 70 = solid solo
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*80-89 = 60% = good solo
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*70 - 79 = 30%  sloppy
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*65 = weak solo = 5%
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Also, The Option For Several Scales In The Freestyle Area I Suggested, moving back and forth by using The DPAD On The Controller, I Will Provide Several Scales In MP3 Format As Requested.
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Also, I Think The Notes Themselves Should Be Redone, I'm Currently Authoring Some Examples To Hand To You. I Think You'll Be Very Pleased.
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Also, The Fanbase Has Concluded That Star Power Is Necessary, Star Power Is Authored As Following.
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*Overdrive/Unison Phrases get authored on 116 G#7
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And One More Idea I Had Was To Have Big Rock Endings, Like In Rockband. Authored on MIDI Note 120 C8-124 E8.
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other than that, the ability to download in-game.
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Thanks For Reading This Very...Very...Long Post (Well Thought Out =D) -- [[User:Calthephenom|Calthephenom]] 19:52, 12 January 2010 (UTC)
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PS For More Info, Visit http://creators.rockband.com/spec/Authoring
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 +
:That link is awesome. Thanks! Just the info I was looking for. I'll see what I can do. --[[User:Daid|Daid]] 20:41, 12 January 2010 (UTC)
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 +
Thanks =D. I Also Just thought of a create a character function? that would be sweet to have a person you created out on the stage instead of some random people. it should be simple enough, an INI file containing things like the following
 +
*[character]
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*head = 3
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*body = 8
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*guitar = 6
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*shirt = 5
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*pants = 11
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...
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--[[User:Calthephenom|Calthephenom]] 21:00, 12 January 2010 (UTC)
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 +
: Hehe, that's actually a cool idea. I thought about that when I first started playing with GOF, making custom stages and what-not.. [[User:Kenithcanule|KenithCanule]] 21:42, 12 January 2010 (UTC)
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btw daid is there any way you could make the notes more like this? http://i46.tinypic.com/14b2904.png [[User:Calthephenom|Calthephenom]] 22:28, 12 January 2010 (UTC)
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: I like the round GH like notes better then the flat square rockband notes. But you could make notes like that by editing the .raw files.
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: And for your entertainment: http://img97.imageshack.us/img97/4341/gof.jpg --[[User:Daid|Daid]] 22:59, 12 January 2010 (UTC)
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ahhhh, i laughed at that XD. ill have a new one up soon [[User:Calthephenom|Calthephenom]] 23:06, 12 January 2010 (UTC)
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http://i50.tinypic.com/2crvk3s.jpg [[User:Calthephenom|Calthephenom]] 00:12, 13 January 2010 (UTC)
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 +
== Custom Notes ==
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I can't seem to get custom notes to work correctly. I am trying to make GH3 notes, but they are having all kinds of bugs. i'll see if i can get a pic. [[User:EriQH|EriQH]] 23:36, 12 January 2010 (UTC)
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Coolio [[User:Calthephenom|Calthephenom]] 00:12, 13 January 2010 (UTC)
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: Well, I got them to work. i think. but it is hard to tell if they are working right b/c every mesh is the same color. i tried changing the color in blender so it would change the outcome, but it seems that .raw files do not save the color. [[User:EriQH|EriQH]] 00:31, 13 January 2010 (UTC)
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:: The .raw files only contain triangles. I handle all the coloring and shading in code. I know it's not perfect, but it works. Better model support is something I want to add for the next version, because these .raw files work, but are not easy to work with at all. --[[User:Daid|Daid]] 10:06, 13 January 2010 (UTC)
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:yeah, I'm actually starting to get the hang of it. i figured out that I can use the bottom ring from a GH3 note as the note bg, and it is closer. it would still be nice to have a better system. maybe where you can have multiple meshes and color each one differently? [[User:EriQH|EriQH]] 19:20, 13 January 2010 (UTC)
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:: I managed to get .OBJ files with textures working yesterday. Which should be a much nicer format to work with, and the notes also look a bit better now. I still want to tweak them a bit more. But it should be easier to customize after this. There will be the following files:
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* note.obj (basic note) with 5 textures
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* note_hopo.obj (hopo note) with 5 textures one for each color
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* note_fp.obj (starpower giving note) with 5 textures one for each color
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* note_fp_hopo.obj (starpower giving hopo) with 5 textures one for each color
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* note_afp.obj (active starpower note) with 1 texture as starpower makes all notes the same color
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* note_afp_hopo.obj (active starpower hopo) with 1 texture as starpower makes all notes the same color
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* note_solo.obj (solo section note) with 5 textures one for each color
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* note_solo_hopo.obj (solo section hopo) with 5 textures one for each color
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:: I hope that's better. --[[User:Daid|Daid]] 11:08, 15 January 2010 (UTC)
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:Five textures for each color? or one texture for each color? (5 total) [[User:EriQH|EriQH]] 01:58, 17 January 2010 (UTC)
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:: One for each color ;) --[[User:Daid|Daid]] 11:38, 17 January 2010 (UTC)
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: That sounds awesome! i'm gonna have to mess around with Textures now :D lol i had never done anything with 3d stuff until i started playing with this cause FoFFF has Fatdog and ppl like that that are good at it. this is great! :)
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[[User:EriQH|EriQH]] 03:56, 18 January 2010 (UTC)
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 +
== Here Ya Go ==
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http://www.mediafire.com/?mntzjtmy5jj
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i made some backing track's for the freestyle mode. figured it'd be a good addition (4.5mb, 6 1 min[[User:Calthephenom|Calthephenom]] 01:20, 13 January 2010 (UTC)ute tracks ranging from Metal to techno, to classic rock)[[User:Calthephenom|Calthephenom]] 01:20, 13 January 2010 (UTC)
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== GOF As A Channel ==
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I Decided To Make A GOF WAD (Completely Legal, Used CustomizeMii). I'll Pass It Along To You, But It's Not Recomended To Use, It's Untested. I'll Test It On Friday When I ReInstall Bootmii. Heres The Link -- http://www.mediafire.com/?zntghdzbmy2 -- [[User:Calthephenom|Calthephenom]] 03:07, 13 January 2010 (UTC)
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: I'm not a supporter of custom channels and WAD files. I understand that there are people out there that want this. So they are free to use it of course. But don't come complaining to me when it fucks up your Wii. --[[User:Daid|Daid]] 10:14, 13 January 2010 (UTC)
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I've tested this wad on a 4.2u firmware that is softmodded and it works when your sd card that has the boot.dol and info for guitarsonfire inserted.  The songs on the usb device also work.  This is just for those that might want to get this and were afraid of bricking their wiis. [[User:Uribemaster|Uribemaster]] 07:01, 30 January 2010 (UTC)
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== loading random stages ==
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could someone tell me the problem with my code to load random stages? http://pastebin.com/f3ad8d485 It says "then expected near '='" the problem is in the first line. but they are all the same so they probably would all bring back errors. [[User:EriQH|EriQH]] 07:15, 13 January 2010 (UTC)
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: http://pastebin.com/m5c88d77d this should work. A single '=' is an assignment, while a double '==' is a compare. Also, the math.random makes a random number between the first and second argument. So that needs to be math.random(0, 4) for the numbers 0,1,2,3,4.
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: Some recommended reading material if you want to know more about lua: http://www.lua.org/pil/index.html and the reference manual: http://www.lua.org/manual/5.1/manual.html#pdf-math.random --[[User:Daid|Daid]] 09:56, 13 January 2010 (UTC)
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: ahh ok. my bad. i'm kinda new to coding. thanks :D [[User:EriQH|EriQH]] 19:15, 13 January 2010 (UTC)
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:: No problemo. Feel free to ask anything. --[[User:Daid|Daid]] 11:09, 15 January 2010 (UTC)
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== About 1.1 ==
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 +
Hey Daid good job on 1.1 but im confused about something. Even if a song is only on expert guitar, it shows it as playable on all instruments and difficulties on the playing screen.  Is it just me? the rest is flawless sorry if i`m being a pest [[User:Uribemaster|Uribemaster]] 07:37, 17 January 2010 (UTC)
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: Yeah, this is so your difficulty/instrument setting does not change if you select songs that you cannot play with that combination. Some complicated code seeks the most appropriate difficulty/instrument combination that fits you. --[[User:Daid|Daid]] 11:42, 17 January 2010 (UTC)
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Oh ok i see dude your app is awesome lol [[User:Uribemaster|Uribemaster]] 16:31, 17 January 2010 (UTC)
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Dude i found either a bug or a mistake.  If a song has guitar,bass, and drums the game loads them as follows.  If you want to load guitar, it loads drums.  If you want to load drums, it loads guitar.  Bass is loaded just fine. [[User:Uribemaster|Uribemaster]] 00:55, 20 January 2010 (UTC)
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: Stange. What difficulties/instrument combinations are available on that song, and which did you choose? (difficulty is also an important factor here) I had no problems with the the songs that have guitar+bass+drums, but all those songs I have have 4 difficulties for all instruments. --[[User:Daid|Daid]] 10:00, 20 January 2010 (UTC)
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It has all dificulties for all 3 instruments.  When i tested it more sometimes it just randomly loads whatever instrument it wants regardless of difficulty.  Most of the time its guitar swiched with drums.  The thing is all the songs i have with all difficulties and instruments do this.  Any clue why? [[User:Uribemaster|Uribemaster]] 15:47, 20 January 2010 (UTC)
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: Clueless. It should just pick the difficulty you choose if it has notes. All the 'search for something else that fits' code has checks before it that check if the current instrument/difficulty combo has notes. Something you could use to verify, the highscores ingame add the score to the actual instrument/difficulty which you played (after modifications). While the scores online ( http://daid.mine.nu/guitarsonfire/ ) show the instrument/difficulty combo that you choose. If they don't match up, then something really strange is happening. --[[User:Daid|Daid]] 17:09, 20 January 2010 (UTC)
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Umm i tried it and its still wrong ill try 1.0 to see if the same error happens[[User:Uribemaster|Uribemaster]] 20:27, 20 January 2010 (UTC)
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I think the prob might be that the songs are for fofix and fof but maybe not compatible with Gof  [[User:Uribemaster|Uribemaster]] 06:47, 22 January 2010 (UTC)
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Oh i see what the problem was now.  The tracks werent alligned correctly.  They were in the order of drums bass then guitar instead of guitar bass and drums on the songs.  Ok now i see sorry for the false sorta accusationlike statement. [[User:Uribemaster|Uribemaster]] 06:58, 30 January 2010 (UTC)
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== net.cpp ==
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i was looking at your source for net.cpp, and from what i have seen, it appears you have implemented my in-game download idea =D, it starts around 3/4 of the way down.is there any way that once you get a new feature set up, you could email me the dol? ellisideait55555@hotmail.com , also , i had one more idea. a "Message Of the Day" Feature, towards the bottom of the main screen like in RB2. i'll set up a little script if you want me to, that would modify the message of the day, thanks [[User:Calthephenom|Calthephenom]] 17:17, 17 January 2010 (UTC)
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edit: heres the code to insert  the message into a database, im not sure if you want to password protect it or not, but here's the code.http://pastie.org/782023
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the form is self explanatory it shouldn't be too hard for you  [[User:Calthephenom|Calthephenom]] 17:31, 17 January 2010 (UTC)
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heres the form -- http://pastie.org/782058
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: That feature is not yet done, very buggy. I'm not happy with the current implementation. I need to rethink a few things. Many songs are distributed as rar files, which gives some license issues. (unrar sourcecode can only be used noncommercial, but GPL does not allow me to set any other restrictions to the source, so that does not mix well)
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: Also, I suggest you google 'sql injection' for your MOTD code. --[[User:Daid|Daid]] 18:54, 17 January 2010 (UTC)
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i knew about SQL Injection, i just didn't feel like adding it :P. well there thoughts i had on the ingame downloading was that i could set up a blogger blog (already did, lol), and direct link to the zips, just since zip's are easier to work with. i'll maintain the DLC once you get it set up =D. anything else i can do to help? --[[User:Calthephenom|Calthephenom]] 22:30, 17 January 2010 (UTC)
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: Sloppy code leaves a bad impression. For the DLC, I'll put up a site where you can add links. I've 'harvested' links from the FoF wiki, but only 2 out of about 1000 are usable with the current code. If I can get mediafire downloads to work then the list grows to about 400 (but quite some links of those are dead) --[[User:Daid|Daid]] 11:02, 18 January 2010 (UTC)
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ok. if needed, i have 2 10GB Hosts, and 1 5GB Host. i have enough space to host most of the customs =D (plus my HDD Has like 170GB Free =D, so i could set up apache).
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Things like mediafire And Megaupload will be harder to work with, due to the captcha's. will the downloads come from a mysql database? i already have a customs script working, if you want it --[[User:Calthephenom|Calthephenom]] 17:14, 18 January 2010 (UTC)
  
I have a Nyko Frontman Wireless Guitar and it doesn't work with GuitarsOnFire. Could you please fix that, this is my only other guitar besides the Guitar Hero World Tour Guitar. [[User:Chaoboy|Chaoboy]] 20:30, 13 July 2009 (UTC)
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== Some Patches ==
  
: Depends, how good are you in finding out why it doesn't work. And/or how willing are you to send me one. I'm not some kind of wizard that can look in your room and see why that guitar won't work. --[[User:Daid|Daid]] 22:40, 13 July 2009 (UTC)
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The Solo Patch : http://pastie.org/782516. moar later --[[User:Calthephenom|Calthephenom]] 00:52, 18 January 2010 (UTC)
  
== Classic Controller ==
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: Please, try to use 'patch' files. If you checkout from subversion, then you can use tortoiseSVN to generate patchs. A proper patch looks like this: http://pastebin.com/m41d97fa2.
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: I also don't get your patch. I got the scoring calculation from: http://wiki.scorehero.com/SoloBonus yours doesn't make sense. Even has a higher value for good then great. --[[User:Daid|Daid]] 09:49, 18 January 2010 (UTC)
  
[[File:ClassicControllerAsGuitar.jpg|thumb|right]]I took a picture showing how this layout works. I think the Classic Controller will make a pretty good minimal "guitar" for people (like me) who don't have the guitar controller.... even if the controls are a bit cramped. --[[User:Mr. Reaper|Mr. Reaper]] 19:20, 10 July 2009 (UTC)
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== Compiling in Ubuntu ==
  
I'm enjoying version 1. This configuration (R, a, x, y, +) for the Classic Controller works pretty well on the Normal settings once you get used to it, but on Hard it gets confusing! I'm wanting to try some alternate configurations to see if it's any better.... It would be great if the buttons for the Classic Controller were configurable like for a keyboard. The (-) button might be used in some configurations.... so it might be better if the Home button alone was used to pause/exit.  
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Daid,  
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Would you mind if i bug you about how to compile from source on Ubuntu. I have tried many times, with many different games. But have had not luck. i downloaded Code::Blocks but it says that "The defined compiler for release cannot be located". I installed DevkitPPC but idk if it was set up right. [[User:EriQH|EriQH]] 04:04, 18 January 2010 (UTC)
  
Anyway, the configuration I'm most wanting to test is: a, x, y, +, R (since the orange fret isn't used that often, move it to the R button so that the fingers control the first 4 frets).
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: I've documented my code::blocks settings [[Code::Blocks|here]]. I've updated the Makefiles in svn, you should be able to use "make -f Makefile.wii" now (it might miss a few libraries, as my devkitpro installation on linux is broken and I couldn't test them properly) --[[User:Daid|Daid]] 10:44, 18 January 2010 (UTC)
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:I get
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:"main.cpp:11:17: error: smb.h: No such file or directory
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:main.cpp: In function 'TDirEntry* selectSong(TDirEntry*)':
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:main.cpp:494: error: 'smbInitDevice' was not declared in this scope
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:make: *** [.obj_wii/main.o] Error 1"
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:i'm really new to this stuff. sorry if i'm a bother. [[User:EriQH|EriQH]] 17:38, 18 January 2010 (UTC)
  
And this may need a separate section, but I think "Defy the Machine" would be a much better choice for the pack-in song; "... Playing Guitar" requires a lot of rapid repeated pounding and is rather hard.  
+
:: No problem at all. You are missing the tinySMB library. Which is strange, as it should be in devkitpro. However, you could just remove those lines (between the #ifdef GEKKO, #endif), and the #include <smb.h>. As it's only needed for the SMB functionality. --[[User:Daid|Daid]] 20:02, 18 January 2010 (UTC)
  
Also, I think the big "50 Note Streak!" etc. that pops up on the screen is too distracting! Some graphic over on the right (not blocking the view of the frets) would be better. Or maybe move it up higher on the screen so it doesn't block the view as much....
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:::Now i'm getting this http://pastebin.com/me1b92ca I don't seem to have a "zlib.h" file that it's looking for. And Code::Blocks gives me this error
 +
:::"/home/thehigdons/Desktop/GOF/readdir.cpp: In constructor ‘TSongInfo::TSongInfo(const char*)’:
 +
:::/home/thehigdons/Desktop/GOF/readdir.cpp:66: error: invalid conversion from ‘const char*’ to ‘char*’" [[User:EriQH|EriQH]] 07:27, 19 January 2010 (UTC)
  
Keep up the good work. --[[User:Mr. Reaper|Mr. Reaper]] 00:43, 13 September 2009 (UTC)
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::::Mmm, zlib.h is from zlib (surprise!) it's an essential library, as PNG loading depends on it. In the windows version it's installed by default. I see now, the install instructions for devkitPPC are just incomplete on linux. You can use my [[DevkitProLinuxInstall]] that should create a good devkitPPC install for GoF. --[[User:Daid|Daid]] 11:14, 19 January 2010 (UTC)
  
:That part of the input code hasn't really been designed to be configurable. But made a modified version of 1.0 with the other classic controls you propose. You can get the boot.dol file [[http://daid.mine.nu/pub/GoF_1.0_alt_classic.zip here]]
+
::::: Ok thanks. I never saw your script. but it gives me this error.  
:And the distracting of the streak is the whole point :P ok, it could be a bit smaller so it blocks less view. --[[User:Daid|Daid]] 11:04, 13 September 2009 (UTC)
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:::::"./Devkitppc.sh: 27: function: not found
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:::::Downloading
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:::::/: Unsupported scheme.
 +
:::::Failed to download" [[User:EriQH|EriQH]] 15:33, 19 January 2010 (UTC)
  
::Thanks for the fast update. I do like that modified version better. Hey Daid, have you got a paypal account? I'll send you $10 if you'll buy yourself a Classic Controller so you can make sure it works right in everything you release :P You can get them off ebay, buy-it-now, for under $10, with free shipping -- as low as $6.45 buy-it-now with free shipping worldwide if you order from a Hong Kong seller on there. --[[User:Mr. Reaper|Mr. Reaper]] 03:26, 14 September 2009 (UTC)
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::::::My mistake. It tries to use /bin/sh, which is dash on Ubuntu. While the script was made for bash. I've updated it and it should work now. You didn't notice it before because it wasn't there ;) I just added it. --[[User:Daid|Daid]] 17:05, 19 January 2010 (UTC)
  
:::Great to hear that it works better this way. And, thanks for the offer, but I'll have to reject it. Not owning a classic controller is not a money issue. I really appreciate the offer, but I work on these kinds of projects in my free time, for free. I understand that I don't have to see this as payment but as a donation, but I don't need it. Still the offer gives warm fuzzy feelings inside :D --[[User:Daid|Daid]] 11:14, 14 September 2009 (UTC)
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:::::::Ok it installed. but i am having the same problem. i found that if i copy and paste the "zlib.h" file into the "unzip" folder it gets past that error. but now i am getting the same problem with "gccore.h" and "ogcsys.h" pasting them into the folder does no good. i think it may be looking in a different directory. [[User:EriQH|EriQH]] 17:26, 19 January 2010 (UTC)
  
If you press the Home button on the Classic Controller it pauses the game, but if you press the Home button on the Wiimote the game totally exits without warning.... It should also pause. --[[User:Mr. Reaper|Mr. Reaper]] 01:57, 17 September 2009 (UTC)
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::::::::Wow... i wasted a lot of your time and my time trying to get this to work when the answer was right beneath my nose. I didn't set the environment variable. Idk why i didn't remember that. I knew i had to cause i also compiled GuitarFun from source at one time. sorry about that. [[User:EriQH|EriQH]] 19:21, 19 January 2010 (UTC)
  
: Actualy, the Home key on the wiimote is my failsafe button. No mather where you are, or how bad it hangs up or bugs up, you can always exit the game with the wiimote home key (on any controller). I'm not that sure with the classic controller, but with a guitar it's pretty hard to press the home key... --[[User:Daid|Daid]] 08:27, 17 September 2009 (UTC)
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== RB2 Drums ==
  
== Help offer ==
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hey, i've  been thinking, if i could get the address codes of the rockband 2 drums, do you think you could include it in GOF? im thinking of patching WiiUse. should be simple enough--[[User:Calthephenom|Calthephenom]] 17:31, 18 January 2010 (UTC)
  
Hey I've trying to figure out how to ask you this but what do you plan on doing graphic wise. I'm more on the programing side of things myself but I'm still trying to learn things that can even be used to make homebrew stuff. Well to get to the point even though I'm not much of an artist I was wondering if I could help you with a few basics graphics like the fail bar and maybe the notes as well? [[User:KaseiHonoo|KaseiHonoo]] 07:42, 7 July 2009 (UTC)
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: I would need a bit more then just address codes. I could add the drum code for GH drums from the information found in at [[Wiimote/Extension Controllers#Guitar Hero World Tour (Wii) Drums ]] --[[User:Daid|Daid]] 20:08, 18 January 2010 (UTC)
 +
ok, and btw, what is the status of the animated backgrounds i suggested? are you going to see if you can use DVDx? --[[User:Calthephenom|Calthephenom]] 22:36, 18 January 2010 (UTC)
  
I suggest you wait a bit for the 0.8 release. If you have a good knowledge of C with a bit of C++, then it's possible to work on the 'Core' where the game logic happens. If you are not that knowledgeable in C then it's still possible to contribute. The background stages are done in [http://www.lua.org/ lua], which is a easy to understand scripting language. Most of the graphics are editable in the 0.8 release, so improvements could be done there. The notes are currently hardcoded 3D objects, so you cannot edit those. The areas where I could use the most help are:
+
:: Movies as background is not something I'm working on anymore. I have other things which I find more important, and only limited time. --[[User:Daid|Daid]] 23:06, 18 January 2010 (UTC)
* 'Simple' stuff, things most people can do:
+
ok no biggy, i just wondered if you had taken it on--[[User:Calthephenom|Calthephenom]] 01:29, 19 January 2010 (UTC)
** Mario stage. The sprite sheet I found contains many dance moves for Mario, but I don't even use 20% of them.
 
** GuitarFun stage. I've tweaked the graphics a bit already, but there is lots of room for improvement here.
 
** General GFX tweaks.
 
* 'Hard' stuff, things that require experience, or lots of work.
 
** Adding touch bar playing. GH WT and GH Metallica allow you to play notes trough the use of the touch bar. This needs to be investigated and 'copied'.
 
** Adding whammy/touch bar effects. Needs real time sound processing. I tried to use the effects from [http://sourceforge.net/projects/gnuitar/ gnuitar] but that only gave me noise so far.
 
** Online options. This first needs to be thought out, what kind of options do we want. And security is important (don't want people to hack wiis trough GuitarsOnFire)
 
--[[User:Daid|Daid]] 09:38, 7 July 2009 (UTC)
 
  
Ok so about the general GFX tweaks anything you have in particular? Also is there an easier way to contact you? PS: Are you still on schedule to release .8 before this Friday? [[User:KaseiHonoo|KaseiHonoo]] 23:38, 7 July 2009 (UTC)
+
== Ubuntu PC version ==
  
The release will happen Friday. The keyboard mapping stuff isn't that hard to add, and it's the only thing left on the ToDo list. As for GFX, just look at stuff you think that need improvements. I think the GuitarFun stage needs the most work right now. I usually connect to the efnet IRC server with the username 'Daid' but I don't always join a channel. --[[User:Daid|Daid]] 08:58, 8 July 2009 (UTC)
+
Ok so i got it all compiled and working for the wii. and then I tried to compile it for PC and it wouldn't work i found that I needed to make a quick change to the "video.cpp" file. Line 19 was
  
== Star Power/OverDrive ==
+
"char* c = strchr(str, '\n');"
Can You Add Support For SP/OD For The Next Release <small>—Preceding unsigned comment added by [[User:Calthephenom|Calthephenom]] ([[User talk:Calthephenom|talk]] • [[Special:Contributions/Calthephenom|contribs]]) 04:35, 6 August 2009 (UTC)</small>
 
  
== Custom menus ==
+
and I changed it to
  
how do we make custom menus, like guitarsonfire, or mario?, i am hoping to implement the alarian mod into some of them
+
"const char* c = strchr(str, '\n');"
[[User:Calthephenom|Calthephenom]] 19:22, 14 August 2009 (UTC)
 
  
: Custom menus is not possible. And if you want to make custom stages, look at the current ones. The .lua files are text files you can open them with notepad (or something better) The included readme also talks a bit about custom stages. --[[User:Daid|Daid]] 14:28, 16 August 2009 (UTC)
+
And it worked. However, it doesn't seem to find the songs folder.know what the problem could be?
 +
[[User:EriQH|EriQH]] 00:41, 20 January 2010 (UTC)
  
== 2 keyboards support ==
+
: Changed that, stange, as I don't get that error. What version of gcc are you using?
 +
: It cannot find the songs because of readdir.cpp, Look at line 39+40 ;) --[[User:Daid|Daid]] 10:02, 20 January 2010 (UTC)
  
Hi, I see on yor wish list the support of two keyboard. As a matter of fact i will be happy of that because i have no plastic guitars and gc controller are not very easy to use. (I plan to buy a plastic guitars one of this day)
+
:: Ok thanks. I have GCC version 4:4.4.1-1[[User:EriQH|EriQH]] 22:49, 20 January 2010 (UTC)
  
I have seen, that it needs some hacking in libwiikeyboard, since I'm the one who write it in the first place I should be able to do what you want. I will look at that tomorrow. And if you can contact me if you need precise stuff on libwiikeyboard. If I have time may be able to help you on GuitarsOnfire if you wish, i will see that in few days -- [[User:Davyg|Davyg]] 23:41, 17 August 2009 (UTC)
+
== Broken Keyboard ==
  
:Well, I haven't looked into it yet, but what I need is two keyboards connected and a way to see which keyboard generated a keyevent. If you could do that with a simple hack then that would be awesome! --[[User:Daid|Daid]] 20:07, 18 August 2009 (UTC)
+
I see that in the latest commits you say that the keyboard configuration is broken. does that mean that the keyboard won't work at all? or can you just not set the keys. cause i need to test some stuff when i get a chance and if the keyboard won't work then i need to roll back a few versions. [[User:EriQH|EriQH]] 23:07, 20 January 2010 (UTC)
  
I have worked on it, i haven't done a really handsome hack but it should work, ... hum i'm not so sure, because i have not tested yet. I should write an app to test but i'm a bit lazy, so i thought that i could directly modify your app. So i wanted to ask you if there is a svn or something like this, to have the last version, and if y could contact you to know how the second keyboard should be handle and if you want support for more keyboard. [[User:Davyg|Davyg]] 19:44, 27 August 2009 (UTC)
+
: The SVN version is ongoing development, I won't make any guarantees about it's state. Especially when I'm making major changes. In this case, the keyboard itself works, but the changing of the keyboard mapping won't work for the wii version (just commited changes for the PC version). I'm making major changes in the input area for a port to the "Open Pandora", and I'm going to make major changes to game.cpp for better gametype support. With those changes stuff will be in a broken state from time to time. --[[User:Daid|Daid]] 23:18, 20 January 2010 (UTC)
  
== How to use ==
+
::Right. I understand. i was just wondering if it would be possible to test what i have done with a keyboard. thanks [[User:EriQH|EriQH]] 23:53, 20 January 2010 (UTC)
thought i'd make a guide [http://calthephenom.northeast-networks.net/forum/index.php/topic,21.msg25.html#msg25 here]
 
--[[User:Calthephenom|Calthephenom]] 01:45, 15 August 2009 (UTC)
 
  
== FoF ==
+
== Textured notes ==
  
python has been libbed over to the wii, could you try implemting the FOF mods with the new library
+
I tried to use your notes as a template to make some new ones, and it doesn't seem to work right. http://img51.imageshack.us/img51/7739/38913407.png I used the same layout as you. And I pasted my Notes over top yours so I could make them the same size and stuff. (the lines in the pic are not there in-game. it must have messed up taking the screenshot.)  [[User:EriQH|EriQH]] 06:13, 21 January 2010 (UTC)
[[User:Calthephenom|Calthephenom]] 19:40, 19 August 2009 (UTC)
 
  
:No. Due to how FoF and python works this is simply not possible. Best chance you have on FoF mods is porting FoF to the Wii. --[[User:Daid|Daid]] 20:52, 19 August 2009 (UTC)
+
: Looks like the textures are in the wrong format. They need to be 24 bit PNGs WITH transparency. The transparency is something I found out when I made the new notes. If you want me to take a look at them just send them over ;) --[[User:Daid|Daid]] 09:57, 21 January 2010 (UTC)
could you try a make off the FofiX source? it includes a makefile
 
[[User:Calthephenom|Calthephenom]] 03:41, 20 August 2009 (UTC)
 
  
== Mods/Stages ==
+
:: I pasted my images over yours to avoid that problem... http://www.mediafire.com/?mljdddoyymo there's my notes. [[User:EriQH|EriQH]] 20:03, 21 January 2010 (UTC)
  
Just in case you wanted to make anyone aware, im actively making mods to the graphics folder and matching stages and posting them on youtube, so if anyones not happy with just the simple blue mod, you could give them this link. http://www.youtube.com/user/XPretz  Although right now im only modding  the GuitarsonFire Stage since it has the most potential for uses and is the most interactive. If someone could teach me how to write lua code for stages or give me new lua stage layouts that would be great.
+
::: The problem is not with my code or the textures. It's with the UV mapping of your model. If I import the model into an 3D editor and apply your texture to it then it looks the same as on your screenshot. --[[User:Daid|Daid]] 22:38, 21 January 2010 (UTC)
[[User:Pretz|Pretz]] 22:36, 24 August 2009 (UTC)
 
  
:WOW Those look awesome! If you don't understand the lua code (those are just text files if you didn't notice yet) then I'll be happy to supply you with any stage code you'll need. If you draw up a simple mockup example of what you want where and how it should move then it won't take me much time to write a lua file.
+
::::Oh. DUH. My bad. I got it now :)[[User:EriQH|EriQH]] 09:38, 22 January 2010 (UTC)
:The lua code for the GoF stage is pretty complex, because it accounts for multiple players and uses all possible options. But the mario stage is way more code. --[[User:Daid|Daid]] 06:58, 25 August 2009 (UTC)
 
:Oh, and version 1.0 will support custom necks (and other gfx around it) in the stage folder. --[[User:Daid|Daid]] 07:00, 25 August 2009 (UTC)
 
  
::Thank you SO much I worked hard on those! and each only took like a day maybe 2. Lets see stage specific neck gfx and fretboards would be awesome its a pain having to swap out my gfx folders so they match the stage I wanna use. A couple things that would be really good is if you made the space around the guitar image in the GoF one a lot larger, not the guitar just the space around it, its very limiting when trying to make Special Effects as you can see by the rather rectangular shape of the blue glow near the base. Also if you could maybe edit the lua gode for the GoF one to have a background of some kind (like one large image) that would be great. I might have ideas for stages later, but right now I like the interactivity of the GoF one, and if you wanna contact me just tell me how you'd prefer to do it and i can accomodate you, and ill keep the mods coming since you like 'em so much they are all going to that youtube channel.
+
== Solo Sections ==
  
::Took a look at the lua code and it seems ver easy to understand especially with my actionscript background ill make some modifications and see if I can run them correctly --[[User:Pretz|Pretz]] 08:50, 25 August 2009 (UTC)
+
is there any way you could change the fretboard to something along the lines of [http://i46.tinypic.com/or2s95.png|this]. also, i have two more ideas.counting the percentage hit in the solo so far, and a clock ticking down with the remaining time? is there any kind of GFX/MID Spec Things i could help you with? kthx -- calvin
  
:::Perfect :) the stage preview window executable shows any lua error (like a syntax error) in the center of the screen. It also automatic reloads the stage if you save the lua file (it watches the change timestamp of the file for changes). The lua file for the GuitarFun stage contains comments about all functions with parameters.
+
== Unable to compile after r30. ==
:::A simple background would be:
 
<pre>TEX_BACKGROUND = loadTexture("background.png");
 
  
 +
In r31 and 31 I get this error when trying to compile. http://www.pastebin.org/81406
 +
You may already now about this. I just figured i would throw it out there since in the past i got compile warnings that you didn't
  
function draw()
+
: It was just mods.cpp missing from the Makefile (new file, only added it in the codeblocks project yet). r32 should fix it. Note, good chance that the next few updates will break a lot of features, as I'm redoing lots of the gamelogic code. --[[User:Daid|Daid]] 14:12, 24 January 2010 (UTC)
    setPos(0, 0, -10, 0, 0, 0);
 
    drawTexture(TEX_BACKGROUND, 0, 0, 1, 1, 10, 10, 255);
 
end</pre>
 
:(didn't check it, so it might be slightly off) --[[User:Daid|Daid]] 10:13, 25 August 2009 (UTC)
 
  
::::Thanks thats great ill test it later, what size image should go with that do you think?Also, trying to find the place in your code where the computer is told what part of each .png to use....could you point that out? ann if im clogging up the talk page tell me and we could continue this elsewhere. [[User:Pretz|Pretz]] 10:20, 25 August 2009 (UTC)
+
:: Alright. Just wanted to make sure it wasn't any real problem. Thanks :) i'll be ready to roll back a  revision if stuff breaks.[[User:EriQH|EriQH]] 15:28, 24 January 2010 (UTC)
  
:::::The talk page is perfect for this. As for image sizes, they need to be a factor of 2 (so 2,4,8,16,32,64,128,256,512) with a maximum of 512 (1024 does not seem to work). The 'drawTexture' function tells what part of the texture to use (for stuff not in the lua file it's hardcoded).
+
== Development versions ==
:::::The functions have the following prototypes:
 
::::::setPos(x,y,z, pitch, yaw, roll);
 
::::::drawTexture(textureID, u1, v1, u2, v2, display_width, display_height, alpha);
 
:::::The u1,v1,u2,v2 parameters tell what part of the picture to use. They are normalized from 0 to 1. And 0,0 is the upper left corner. (so my example draws the whole texture) --[[User:Daid|Daid]] 12:25, 25 August 2009 (UTC)
 
  
::::::Okay ill try and learn this im so used to setting position with a mouse rather than a keyboard, its been a while. Also making sure Z in setPos is in respect to overlapping/layers. Are diplay width/height control scaling or the actual inteded dimensions? Dont worry in a day or so oll know this page like my own backyard. The game is expecing a ")" somewhere in the BG code, because im trying to get it to appear once not one for each player...
+
I've setup a script to make new builds at night. You can find these builds at: http://daid2.mine.nu/~daid/GoF/
  
::::::Issue2-I had another issue but I solved this one myslef nevermind
+
The sources used to build these versions are at: http://daid2.mine.nu/svn/Wii/GuitarsOnFire/
  
::::::Issue 3-I tried to put a stationary fade in BG behind the guitar, which worked beautifully, except that the guitar doesnt seem to ovey the rule that empty space is transparent. Its the only image in the stage pack where the empty space in the rectangle/square wont show the area behind it. please help--[[User:Pretz|Pretz]] 12:43, 25 August 2009 (UTC)
+
It contains full builds with all the files you need (except song files) and just single dol files. Use these at your own risk, they won't mess up your Wii. But they might not work at all or give strange results.
  
:::::::This might go against your instinct, but you need to draw back to front. So first you draw the background and then the guitar. If you do it the other way around you get problems with the zbuffer, because even if a texture is 100% transparent it still writes on the zbuffer. --[[User:Daid|Daid]] 23:54, 25 August 2009 (UTC)
+
Main reason why I supply these is because the development version contains a new file format for the notes, and the ability to use mods without overriding game files. And people want to toy around with that. --[[User:Daid|Daid]] 10:38, 25 January 2010 (UTC)
  
:::::::: Okay back to front like im stacking them on a table okay, or using stickers, I can do that thanks. ALso i modded all my current stages to have the hands have alpha in effects like the guitar, which looks a lot better, by enlarging the hands PNG and adding a black hand in the lower right square. Will the streak counter used in the alpha effect work beyond 40? the game already counts streaks (steaks) so i figure it would. --[[User:Pretz|Pretz]] 00:21, 26 August 2009 (UTC)
+
== Stage thing ==
  
:::::::::Yes, the streak counter will keep counting beyond 40. So you can do extra stuff on a 100 streak for example. --[[User:Daid|Daid]] 10:09, 26 August 2009 (UTC)
+
Hello im using my wii's internet at the moment but I want to ask you something Difficult and/or easy Can you help me make another stage? And I have a stage crafted after the game called maplestory and I want to send or post it somewere here in the stages area of the site but first you have to look at the stage so you can tell me to add anything or if its ok as is. Oh and I have a couple of (kinda) appealing stages I want you to see. I will post links later on in the disscussions under this post when I get to use the computer. --[[User:Labtech9998|Labtech9998]] 07:24, 27 January 2010 (UTC)
  
::::::::::Perfect, now all i need is to understand how you did animation and im all set. The way you did it for the rock hands kinda confused me, as did the mobs of mario enemies. Although im already on track for my next mod which will add a flashing effect or image that will flash then quickly disappear every time you strum, all I have to do is do a little testing to figure out how I can get the speed of fade I want in the animation. Later I hape to add a text notification for a streak of 50, 100, 200, etc. After that its all putting the different parts together to make more dynamic stages. Suprisingly enough though i havent got a whole lot of attention as to requests for stages from viewers but hopefully thattll change and ill get more buisness and you more publicity :). I guess im gonna have to make an extra special one, if only i had an idea. --[[User:Pretz|Pretz]] 19:07, 26 August 2009 (UTC)
+
== hmmm ==
  
(starting back at the left to save vertical space)I wrote a code that serves to create a graphic that alphas in smilar manner to the rock hands, however itsa little more complicated, because i thought it was a little to easy to keep the rock hands at full opacity. It should manage your streak, so that the better youre doing the faster it fades in, and  has an automatic penalty of 50 alpha every time your streak hits zero (AKA you miss a note), with added code using the variable miss to make sure it doesnt continue to penalize you multiple times since the code repeats faster than once per note. However this setup means you wont be penalized again untill your streak falls from at least 1, but the only way to exploit that would be to not play, in which case youd fail anyway for wanting to see the pretty colors :). Its the first thing ive written from scratch so I know theres issues with it and I was wondering if you could point out any you see. I already know its missing caps on the alpha and the number 1000 is going to have to be higher if this runs as quickly as I expect it to. And ill fix those momentarily, just fixed it with caps.
+
i was reading about zlib today. and i saw there was compression features, is there any chance that if users enable the feature, songs will auto upload to your server? --[[User:Calthephenom|Calthephenom]] 02:12, 28 January 2010 (UTC)
  
<pre> bgfire = (0 + bgfire + info[player].streak / 1000) * 255
+
: That makes as much sense as "I saw McDonalds sells burgers, does starbucks give free t-shirts now?". And I won't ever allow upload of songs on my server because of bandwidth and copyright issues. --[[User:Daid|Daid]] 09:47, 28 January 2010 (UTC)
if (info[player].streak < 1) then
+
:: Free burgers!? Where? --[[User:Yossi|Yossi]] 11:08, 16 March 2010 (UTC)
                                if miss < 1 then
 
                                        bgfire = (bgfire - 50)
 
                                        miss = 2
 
                                end
 
                        end
 
  
                        if (info[player].streak > 0) then
+
== Custom Notes in latest nightly build ==
                                miss = 0
 
end
 
  
if bgfire > 255 then bgfire = 255 end
+
Do you now of any reason why these notes http://www.mediafire.com/?w3wwmzmmmyy would cause it to crash? everytime I start the game the graphics are all buggy and then it crashes. In the PC version it starts but the neck never moves. IDK if that is b/c of the notes or not. [[User:EriQH|EriQH]] 20:59, 28 January 2010 (UTC)
if bgfire < 0 then bgfire = 0 end
 
</pre>
 
the variable bgfire is later used as the alpha for the graphic. And this runs for every player. --[[User:Pretz|Pretz]] 19:06, 26 August 2009 (UTC)
 
  
:The only issue I see is that you only have 1 bgfire, not 1 for each player. So with multiple players it won't act as you indented. The hands are not that complicated, I just look at what buttons are pressed and then take an average between those positions. The mario mobs are more complicated, because they are dynamic created and removed from a list. Each time you strum one is added, and when it reaches the end of the screen it's removed. --[[User:Daid|Daid]] 21:28, 26 August 2009 (UTC)
+
: Simple, the note.obj is an empty file. :P the hopo version seems to work fine here. And I think the never moving neck is a bug I caused. I should commit a bunch of huge changes soon to, but my current code it not stable yet. --[[User:Daid|Daid]] 21:32, 28 January 2010 (UTC)
  
:: I was reffering to the Rockhands and the looping animation. and that code is actually under the same location as the code for the fire variable, so there IS one for each player, however since the first action performed to define bgfire includes bgfire in the arithmatic, its treated as a nil value and therefore wont perform the arithmatic. Is there a way i can define bgfire as 0 in the beginning without resetting it to zero every time the code repeats? --[[User:Pretz|Pretz]] 00:44, 27 August 2009 (UTC)
+
:: Oh. Must not have exported right in blender. :( i thought i checked caus i have had this problem before. [[User:EriQH|EriQH]] 22:43, 28 January 2010 (UTC)
  
::: If you set the bgfire variable before the function (so at the same location where the textures get loaded) then it will be defined but not changed every draw. And what I ment with the multiple players problem is that while you do that code for each player, each will use the same value for bgfire. So player 1 might increase it to 200, but because player 2 has no streak it will become 0 again. --[[User:Daid|Daid]] 08:23, 27 August 2009 (UTC)
+
== Nyko Frontman Wireless Guitar ==
  
::::Ah, so the other variables like fire only work because they are able to be set inside the "for player 0,4". Well thats dissapointing, the only way i could do what I want to do is if I made a separate variable like bgfire for each player?? --[[User:Pretz|Pretz]] 15:14, 27 August 2009 (UTC)
+
I have the Nyko Frontman Wireless Guitar.  As you know this does not work with GuitarsOnFire. I'm not sure what causes the problem but I would be willing to help you out and test things.  Let me know what you need.[[User:Geegee|Geegee]] 18:49, 29 January 2010 (UTC)
  
:::::You could make an array, like this:
+
: Great. I should put a test file up here soon. I haven't forgot about this. Just need some time to make a proper test app. --[[User:Daid|Daid]] 17:29, 31 January 2010 (UTC)
<pre>bgfire = {0,0,0,0,0}
 
function draw()
 
----- for each player -----
 
bgfire[player] = (0 + bgfire[player] + info[player].streak / 1000) * 255
 
if (info[player].streak < 1) then
 
                                if miss < 1 then
 
                                        bgfire[player] = (bgfire[player] - 50)
 
                                        miss = 2
 
                                end
 
                        end
 
  
                        if (info[player].streak > 0) then
+
:: Sounds good.  I will keep checking back for the test app.  Thanks  .[[User:Geegee|Geegee]] 03:49, 1 February 2010 (UTC)
                                miss = 0
 
end
 
  
if bgfire[player] > 255 then bgfire[player] = 255 end
+
:::I can do a test too. Let met know when Marc 19 February 2010
if bgfire[player] < 0 then bgfire[player] = 0 end
 
-----
 
end</pre>--[[User:Daid|Daid]] 15:27, 27 August 2009 (UTC)
 
  
::::::okay so each player gets the original definition of bgfire from different 0 values, that works thanks, I had to change your original definition so that its written the same as when angle[player] is set to zero but it works now., btw I finnally got a request for a Kingdom Hearts theme so expect that in a day or so hopefully with this new background mod in it..--[[User:Pretz|Pretz]] 16:15, 27 August 2009 (UTC)
+
:::: I was so happy to see a homebrew guitar game! but then my Nyko dosent work... What came of this, can i be of assistance? <small>—Preceding unsigned comment added by [[User:Unitypunk|Unitypunk]] ([[User talk:Unitypunk|talk]] • [[Special:Contributions/Unitypunk|contribs]]) 19:32, 5 August 2011 (CEST)</small>
  
== Japanse Guitar Hero III for the Wii does not accept green button. ==
+
== Rock Band USB Guitars ==
  
Hello, I have a bug with my guitar that seems does not send the good data for the green button on the menu.
+
I was about to download this to try it out until I noticed the disclaimer on not supporting USB guitars. I'm somewhat confused as to why that's so hard. The rock band USB guitars use standard USB gamepad/joystick setup w/ POV hat as the D-Pad/Strum bar, Buttons mapped to the buttons (slightly out of order), the plus and minus buttons are mere buttons, the overdrive/starpower is a button as well and the whammy is a zaxis that resets to zero if it's not being moved.
I'm not sure if Guitars sold in different country have different BUTTON_FRET masks, yet the green button does not work in my case.
+
I can give you more specifics on the buttons for the guitar/drums if you want them.
Strum down/up does works fine.
 
  
I am keen to understand why the green button does not work.
+
As I only have the Rock Band guitars and cannot test the game in any way that I'd feel comfortable with, I have not tried the game, but I will say that you should refer to FoFiX if you have coding issues with any of the more advanced Rock Band 2/World Tour like features. If you included full 4 player Guitar/Bass/Drums gameplay compatible with all means of control that would amazing!
I plan to connect the wiitar to my bluetooth PC + glovepie to see the raw input of green fret versus straw. Is there any chance I can convert easily the raw data given by glovepie to the mask BUTTON_FRET(n)    (1 << ((n) + 4)) ? Other advices?
 
Thanks for this homebrew. --[[User:Itomy|Itomy]] 06:14, 4 September 2009 (UTC)
 
  
:Stange, you could look at this topic: [http://www.fretsonfire.net/forums/viewtopic.php?f=3&t=29037&start=30] there are quite a few glovepie scripts that work on newer guitars.
+
(BTW, this is my first time attempting to use a talk page, if I screwed anything up I'm sorry.)
:The button mapping is found on this wiki page: [[Wiimote/Extension_Controllers#Guitar_Hero_.28Wii.29_Guitars]] (for the glovepie scripts they usually map that to the classic controller buttons, but glovepie also contains a way to read the raw bytes)
+
--[[User:RockGuy32|RockGuy32]] <span style="font-size: smaller;" class="autosigned">—Preceding undated comment added 08:21, 31 January 2010 (UTC).</span><!--Template:Undated-->
:Also note that I've seen a case where my guitar didn't work right, I had to disconnect it from the controller and reconnect it again before it would work correctly (and this was with GH3) --[[User:Daid|Daid]] 08:33, 4 September 2009 (UTC)
 
  
== New Here ==
+
: Interesting, that's more info that I found so far. I'll have a look at USB gamepad/joystick support to see what I can whip up. Not promising anything though ;) --[[User:Daid|Daid]] 17:28, 31 January 2010 (UTC)
  
I downloaded Guitars on Fire from the homebrew browser and I was wondering....
+
Ok, Here's the button/axis configurations:
  
how do I put songs on there? or can I get a proffesional homebrewer to make the files?
+
{| border="1" cellspacing="0"
I have no homebrew experience but I do have a good amount of PC experience.  So Really I am good with a computer just not a wii. --[[User:Kobezbro|Kobezbro]] 21:44, 8 September 2009 (UTC)
+
|colspan="2"|
 +
===Rock Band Guitar===
 +
|-
 +
| Green || Button 2
 +
|-
 +
| Red || Button 3
 +
|-
 +
| Yellow || Button 4
 +
|-
 +
| Blue || Button 1
 +
|-
 +
| Orange || Button 5
 +
|-
 +
| Star-power/Overdrive || Button 6
 +
|-
 +
| Solo/High frets || Button 1-5 with button 7
 +
|-
 +
| Minus || Button 9
 +
|-
 +
| Plus || Button 10
 +
|}
  
: (I assume you have homebrew and GoF running, else look at [[Homebrew_setup]]) You need to use "Frets on fire" songs. Just download them and extract them to your SD card in /guitarsonfire/songs/. You can find tons of FoF songs on the fof forums: [http://fretsonfire.wikidot.com/a] --[[User:Daid|Daid]] 22:16, 8 September 2009 (UTC)
+
The pickup switch thingy is the Z-Rotation axis and resets to center when changes are not being made
 +
The Whammy is the Z-Axis and much the same way resets to center (not zero like I originally though, sorry)
  
:: is there a program to make the songs too?  <small>—Preceding unsigned comment added by [[User:Kobezbro|Kobezbro]] ([[User talk:Kobezbro|talk]] • [[Special:Contributions/Kobezbro|contribs]]) 00:18, 9 September 2009 (UTC)</small>
+
{| border="1" cellspacing="0"
::: Yes there are multiple, look on [http://fretsonfire.wikidot.com/getting-started this] page, below "After you snag a mod". There are multiple tools there. --[[User:Daid|Daid]] 09:01, 9 September 2009 (UTC)
+
|colspan="2"|
:::: One more. Can you install Frets on Fire on the wii?  or if not, use the Nunchuk to play GoF? Yours, Triston 03:46, 10 September 2009 (UTC)
+
===Rock Band Drums===
::::: Nope, Frets on Fire is designed for the PC. And makes extensive use of OpenGL and Python. Someone might be able to port FoF to the Wii, but nobody has done so far. I make a clone because FoF didn't have the features I was looking for. --[[User:Daid|Daid]] 08:32, 10 September 2009 (UTC)
+
|-
::::: Nope, I don't support Nunchuk. GuitarHero supports playing with just a wiimote, and I tried that once. But the controls cannot make sense making it more frustrating then a joyful experience. This game was not designed to be played with anything but a guitar (and drums in the next version) an USB keyboard works ok. NGC is supported because it enables the use of a PS2->NGC converter with PS2 guitars. --[[User:Daid|Daid]] 08:32, 10 September 2009 (UTC)
+
| Red || Button 3
:::::: ok then. thanks for your help. I started editing a song.Yours, Triston 20:45, 11 September 2009 (UTC)
+
|-
 +
| Yellow || Button 4
 +
|-
 +
| Blue || Button 1
 +
|-
 +
| Green || Button 2
 +
|-
 +
| A || Button 2
 +
|-
 +
| B || Button 3
 +
|-
 +
| 1 || Button 1
 +
|-
 +
| 2 || Button 4
 +
|-
 +
| - || Button 9
 +
|-
 +
| + || Button 10
 +
|}
 +
The drum pads press down the following buttons on the initial hit as well as button 8 much like the soloing frets on the guitar.
 +
The D-pad is a POV hat just like the guitar.
  
== Daid read now ==
+
The mic is a standard USB Logitech audio input and works on a PC as well.
so i had an idea, could you implement in game charting? you could use the dpad to make it go like
 
1/1 1/2 1/3 1/4 1/8 1/12 1/16 1/24 1/32 1/48 1/64, you use dB right? [[User:Calthephenom|Calthephenom]] 18:47, 10 September 2009 (UTC)
 
and will 1.0 have support for RB2 wireless drums? and wat about overdrive activations?, could you message me with a 1.0 beta full file if you have the drums done[[User:Calthephenom|Calthephenom]] 18:49, 10 September 2009 (UTC)
 
: Credits for the great title of this piece, I thought you wanted his bankaccount to give him something he deserved =P Now for the more serious reply:
 
:* RB2 Drums: TodoList for 1.0 says "GH:WT Drum support (experimental, need testers)", it's not even sure if we can have a live test to see what happens which makes the development of this very hard. Next to that, GH:WT ~= RB2. We have sought out quite some info about GH:WT drums to be able to think of a possible ways of implementing these in GoF. So I guess for 1.0 that would be a Nay.
 
:* Overdrive activations? Wait, I think I missed the whole overdrive part?
 
: [[User:Pyro|Pyro]] 00:01, 11 September 2009 (UTC)
 
  
:: Gratz on the "annoying little kid on the internet" achievement Calthephenom. That title is a perfect way to miss me off.
+
I do not have the Rock Band 2 Guitar/Drums but I assume they work much the same way.
:: I'm guessing overdrive is the starpower of rockband. Nope, won't make that. --[[User:Daid|Daid]] 00:09, 11 September 2009 (UTC)
+
Also, I have no clue how to use the controller port lights on either controller but they work fine without them.
daid, i was saying it like it was urgent, not like YOU READ THIS NOW
 
i just downloaded V1.0, i am very enthusiastic about GOF [[User:Calthephenom|Calthephenom]] 00:24, 13 September 2009 (UTC)
 
  
== Gc Bongos Support ==
+
Hope this was helpful, I'm willing to help with this as much as I can although I have no experience with coding on the Wii. I've only used Blitz Basic 3D, but I would recommend looking at FoFiX's (http://code.google.com/p/fofix/) source code if you have any problems.
Would it be possible to add this?
 
It should be easy, as all it needs is the GC A/B/X/Y/Start/Clap mapping, and they have been used on [[Mike Tyson's Jungle Beat]].
 
[[User:Beegee7730|Beegee7730]] 19:03, 11 September 2009 (UTC)
 
  
:LOL, must be the strangest request yet. But I see only two inputs? So you have left and right bongo. And both those have upper and lower buttons? I don't know how the bongos react, but it might be best to reduce the whole interface to just 2 buttons, left and right bongo. Then you could just bash away on them without to much thinking. --[[User:Daid|Daid]] 20:54, 11 September 2009 (UTC)
+
: Good info :D I've put it in tables, makes it easier to read. The main problem for the Wii is the lack of a USB Joystick/Gamepad driver as far as I know. (PC games can just use the driver from windows/linux making life easier) --[[User:Daid|Daid]] 10:10, 1 February 2010 (UTC)
  
I could see it working he the top and bottom buttons were 2 strums and both bongos together made another strum giving all 5 needed. [[User:Beegee7730|Beegee7730]] 21:24, 11 September 2009 (UTC)
+
Sorry to put my nose in where it doesn't belong, but couldn't it just be easier to map the instruments out as a USB keyboard device? it should be able to detect input from the instruments,i have a lot of info on rockband instruments and midi specs, idunno, i'd be willing to test whatever samples you want --[[User:Calthephenom|Calthephenom]] 19:52, 1 February 2010 (UTC)
  
:For drums the songs contain 4 drum 'lines' and 1 base drum line. With normal drums the base drum is a foot paddle. In most songs the base drum has to be hit at the same time as other drum notes. So hitting both bongos for the base won't work. I could just leave out the base, but that makes some songs pretty boring on easy I think. --[[User:Daid|Daid]] 10:55, 13 September 2009 (UTC)
+
== Vocals Support ==
  
What about the start button?
+
oh and by the way, is there a chance for vocals being added in the future? i was looking at the pitch analyzer and i saw that it uses an underlining C Library, so could it be ported to the wii? im not saying it necessarily has to be pitched, but just basic detection of noises and timing, heres the link. http://fofix.googlecode.com/svn/MFH-Mod/trunk/src/PitchAnalyzer.py --[[User:Calthephenom|Calthephenom]] 02:34, 2 February 2010 (UTC)
[[User:Beegee7730|Beegee7730]] 19:11, 13 September 2009 (UTC)
 
  
== Notes don't show in 1.0 ==
+
: Not by me. I don't care about vocals at all. And it requires creating an USB Mic driver, which would be hard work. And I rather spend my time on other things. --[[User:Daid|Daid]] 09:26, 2 February 2010 (UTC)
  
for some reason, some notes dont show up on quickplay, and the notes themself are like lines
+
== help on stages ==
is there something wrong with 1.0?
 
[[User:Calthephenom|Calthephenom]] 00:53, 13 September 2009 (UTC)
 
  
:The note graphics are now loaded from /GuitarsOnFire/gfx/note.raw (and other raw files) make sure you have extracted those. (0.8 had those build in, but for modablity I made those external files) Make sure you have extracted those else they won't show up. --[[User:Daid|Daid]] 10:49, 13 September 2009 (UTC)
+
Hey can anyone tell me how to make a custom stage on guitars on fire? [[User:Uribemaster|Uribemaster]] 20:55, 6 February 2010 (UTC)
in my version of 1.0, there is no notes.raw
 
could you link me to a download ?
 
[[User:Calthephenom|Calthephenom]] 16:41, 13 September 2009 (UTC)
 
  
: note.raw. See main page for download. --[[User:Daid|Daid]] 16:44, 13 September 2009 (UTC)
+
== hmmm, u just had a great idea ==
i don't see it --[[User:Calthephenom|Calthephenom]] 17:50, 13 September 2009 (UTC)
 
  
== now that 1.0 is released... ==
+
is there any way, that after a song is downloaded ingame, you could add, for example, the following
 +
* dlc = true
 +
and then, make it sortable, similar to rock band 2.also, the ability to sort by tier, artist, charter, or other characteristics, and show the place in the leaderboard for that song after play, like in GH:WT+.and if the tiers, or any other data like that is missing from the config file, just have it go to a "Other", area, by default? , also, maybe port the original FOF song creator, or dB, or create something entirely new, with an option to test in game before saving it, then, have the ability to create the config file for it and upload to your server, not including the mp3, just the finished chart, similar to GHTunes, with an area to rate the charts quality --[[User:Calthephenom|Calthephenom]] 20:30, 18 February 2010 (UTC)
  
do you want to start working on download straight from the wii now?
+
== hmmmmm ==
i could set you up a username/password so you could access my server
 
pm me on yourawk.net with what you want it to be
 
[[User:Calthephenom|Calthephenom]] 05:40, 13 September 2009 (UTC)
 
  
: Yes, I do want to work on downloading from within GoF. But for testing I can use my own server, so no need yet. --[[User:Daid|Daid]] 14:21, 14 September 2009 (UTC)
+
so are you done with development on GOF? --[[User:Calthephenom|Calthephenom]] 18:27, 14 March 2010 (UTC)
  
= more stage specific graphics? ==
+
: No. But I crashed (mentally) it's going better, but I'm still having a coding block. Most of my energy goes to my work right now. And the rest of the time I code a bit, but it goes very slowly. As GoF has become a complicated project (pretty words for: code is a mess) I currently don't dare to touch it. --[[User:Daid|Daid]] 16:34, 15 March 2010 (UTC)
 +
i see, senor. if you want, i could go through and add comments, to help keep it more organized --[[User:Calthephenom|Calthephenom]] 20:54, 15 March 2010 (UTC)
  
how exactly can the necks and other graphics be stage specific if they are still in the graphics folder? does it actively replace them or what?
+
: Thanks for the offer, but that won't help. Comments don't make code more organized, just easier to understand. And I understand my own code just fine. It's like a messy workdesk, I can find everything without problems. But getting work done is a bit harder because of it. Putting post-its on everything won't help that, you just need to clean your desk. This is just something I need to solve myself. --[[User:Daid|Daid]] 10:42, 16 March 2010 (UTC)
: A stage can override them. You can copy any of the gfx files from the gfx folder to a stage folder and modify them there. (Except for font.png and menu_objects.png) --[[User:Daid|Daid]] 15:41, 13 September 2009 (UTC)
 
  
== my song ==
+
== other ideas. ==
  
can you include the devil lives in ohio in the /songs folder? , its under more songs, on the actual page
+
is there any way you could look for album.png in the folder containing the songs files, and display it off to the right, in a RB2-Esque Setup, and, if you really wanna invest some time, if the song contains album info, setup a way to download the first image result from http://images.google.com/images?hl=en&source=hp&q=$album , convert it, and display it? --[[User:Calthephenom|Calthephenom]] 00:42, 21 March 2010 (UTC)
[[User:Calthephenom|Calthephenom]] 17:45, 13 September 2009 (UTC)
 
  
I downloaded that song and it did not work in the game. Is it because it's in MP3 format instead of OGG? And I believe Daid is trying to keep the file size low, so he's not going to pack in a lot of songs with the game. --[[User:Mr. Reaper|Mr. Reaper]] 20:17, 13 September 2009 (UTC)
+
== a little request ==
uploaded wrong zip, download [http://www.mediafire.com/download.php?ywzzwjo5ubm here] [[User:Calthephenom|Calthephenom]] 22:00, 13 September 2009 (UTC)
 
  
== almost fampous ==
+
is there any way you could add some code i jotted up? [[User:Calthephenom/Time]] , it would be displayed in game (like when your playing) kthx --[[User:Calthephenom|Calthephenom]] 00:34, 13 April 2010 (UTC)
  
http://superblipsbros.dailyradar.com/video/wii-homebrew-channel-guitars-on-fire-a-blood-red/
+
== A GOF Channel ==
lol
 
[[User:Calthephenom|Calthephenom]] 22:05, 13 September 2009 (UTC)
 
  
== GH:WT Drums (American Version)==
+
Can someone make a channel installer like in the NES emulator cuz i updated my wii to 4.3 and now i cant run wad manager. I dont own any of the games that use exploits.
 +
--[[User:Osga21|Osga21]] 18:52, 14 September 2010 (CEST)
  
I just got v1.0, and am super glad that it now has drum capabilities, but may have found a slight problem.(And hope this is the right place to bring it up). At the main menu, the analog stick works fine to move the cursor(?) up and down, but the green button(pad) doesn't select the highlighted option. (I'm just assuming that's the correct button to choose with?) However, the yellow pad WILL choose, but as soon as it's hit, it goes to the setlist and quickly chooses either a random song, or the song it's already on (I'm not sure which), then automatically goes ahead to the stage select screen. Once there, the yellow pad will let you choose a stage and continue to play as normal, but if you hit the green pad from the stage select screen, it takes you back to the songlist screen, and automatically chooses a song (random?) for you, and proceeds to the stage screen again. The only way to choose the song you want (that I've found) is to quicky start moving the analog stick up or down as soon as the setlist comes up, and when you stop on the one you want, if you are quick enough at hitting the yellow pad you can choose it, otherwise it will again pick random...  Anyways, besides all that, I've only tried one song for the drums, and I will be trying more later today, but the song that I DID play did not line up well with the line, but the guitar on player 2 was perfect. I will try to help you as much as I can with testing the drums because I'm very excited about this. Let me know what I can do for you to help. --[[User:Kenithcanule|KenithCanule]] 18:58, 15 September 2009 (UTC)
+
== Guitar Report ==
  
:I think I've made a very silly mistake. I've made an updated version which might fix it, you can get it [http://www.megaupload.com/?d=0ISRHOVL here] --[[User:Daid|Daid]] 22:45, 15 September 2009 (UTC)
+
I just tried the Intec Rock Icon guitar controller and it works. I was trying to download the code from SVN but it is asking for a userid and password. Do you allow anonymous access? --[[User:CaptainJester|CaptainJester]] 16 Sept 2010
  
Ok, so I just got the above mentioned update, tried it with still no luck, but MAN that was fast. :) I played around with it a little more earlier today and discovered that as soon as the drums are plugged in, the above symptoms start. For example, I had the game sitting at the main menu and no wiimotes(or instruments) connected at all, when the drums are plugged into a wiimote then sync'd up (Or plugged into an already sync'd one) then without hitting anything it will go into the setlist and do it's wierd little thing... Which leads me to believe that something is not only hitting as soon as it's plugged in, but it's probably stuck or repeating? It doesn't seem to be hitting anything in-game, though. I then tried it with a WT guitar in slot 1 and Drums in slot 2, still happened. Then I tried with guitar in slot 1, classic controller slot 2, and drums in slot 3, same thing happened. (I only have 3 wiimotes, by the way, or I would've tried slot 4. Don't know if it even matters, but I tried them anyways.) Hope that helps with the setlist issue... Here are some other things I've noticed along the way: 1.) The drums cannot pause the game, and therefore cannot cancel a song once started. 2.) All the songs I've tried (Though only a handful so far) have worked fairly well, except that the notes seem to cross the line slightly before the beat. I can't play well at all if it's off-time much cuz I play mostly by ear anyways. Also, I know on guitar hero you have to adjust the timing if you have a huge widescreen plasma tv or whatever, but all my guitar heroes have been perfectly lined up from the box with my TV, it's just a normal 19" screen, old school style, and the guitar seems to be lined up almost perfect on every song (For GoF, that is). I don't know how hard it would be to add maybe an adjustment in the options menu, but that would be cool. Which reminds me... 3.) The sounds it makes when you mess up drives me bonkers, I always turn them off in GH, and that option would be nice here as well. Or maybe a volume control panel for all instruments and those too? 4.) The bar representing the kick drum should dissappear if you hit it right, like the notes do, right? 5.) The speed of the notes coming is pretty fast on expert, and seems faster than GH's expert unless it's on hyperspeed mode, am I correct in that? IMO, it's a little too fast, for me... 6. My friend and I were playing practice mode earlier, with him as 1st player (guitar) and myself on 2nd (drums). When we were choosing what instrument and difficulty to play on, a few seconds after either of us chose both and were ready, it would continue without the other player for not having chosen theirs yet. If we both choose at pretty close to the same time, we can both play, otherwise it goes 1 player mode. :) 7.) You rule for making this, and I'm seriously excited about it now that drums are in the mix, though I'm probably not gonna send you money, lol. I'm a drummer, so it's good practice at home (sorta). Sorry this is so long-winded, too, just wanted to point out some things, hope you're cool with that and hope I can help this project out a little. Feel free to erase this after you've read it. --[[User:Kenithcanule|KenithCanule]] 06:02, 16 September 2009 (UTC)
+
: Read only access on the SVN is "Wii/Wii" (or lower case) --[[User:Daid|Daid]] 22:02, 27 September 2010 (CEST)
  
: Long read, but informative. Yes, expert is a bit faster then expert on GH3, while easy is just about right. Fun fact, the speed is always the same, you always play 1 second in 1 second time. But the distance how far you can see notes changes (for expert it's only 1 second, while easy has 2.5 or so). If you want to remove the 'error' sounds then you can delete them from the /guitarsonfire/sfx/ folder. The problem with the drums is clearly the 'start' button, which I mapped to the plus and minus buttons, but clearly doesn't work right (it always thinks it's pressed and thus does random song and instant ready on difficulty selection) this doesn't trigger the ingame menu because ingame 'autorepeat' of buttons is off. I'm thinking about buying drums myself, problem is that I find them pretty expensive at 120 euro, and I'm not sure they are worth that. I'll removed the start button code and upload a new version tonight, at least you can play in 2 player then. --[[User:Daid|Daid]] 09:34, 16 September 2009 (UTC)
+
:: Great, thanks. --[[User:CaptainJester|CaptainJester]] 02:03, 6 October 2010 (CEST)
  
:: [http://www.megaupload.com/?d=R4XH472M Temp fix] this one should atleast remove the instant song and ready selection. --[[User:Daid|Daid]] 16:35, 16 September 2009 (UTC)
+
== LibOGC Patch Needed ? ==
  
Ok, I tried the temp fix, and indeed it did stop the problem, but now that the + button is unmapped, I can't continue past the 'Press + To Rock!', at least not without another instrument connected to start the song. (Which I'm sure you knew that.) The only thing I can find that hurts playability (After deleting the 'error' sounds that is...) is again, the speed of the notes/spacing of the notes/angle of the fretboard for expert. It just really seems the notes are going too far past the bar when they're hitting the beat. And I'm sure someone's gonna call me a wuss for this, but it seems like there is not enough margin for error. (It just makes getting back into the groove easier once you've started to mess up). Also, it doesn't help that the only songs I can find to test drums with are from Rock Band, and using the same pad for toms AND assorted cymbals is SOOOOOO confusing to me sometimes. (Again, I don't really play by eye alot, I just watch the notes out of the corner(?) of my eye, and play by ear. I actually do better when I close my eyes and know the song. The fact that GH:WT, etc. uses the cymbals(Yellow,Orange) for ONLY cymbals, the red for ONLY snare, and the blue,green MAINLY for toms from what I've seen, is ten-bazillion times better than the RB setup.) Later tonight, I will try to find some GH:WT songs and see if it's any better (To me). Oh, and I was reading up on custom stages and was wondering if a custom stage could have any effect on the fretboard angle and positioning of the cross-bar? --[[User:Kenithcanule|KenithCanule]] 20:33, 16 September 2009 (UTC)
+
Thank you very much for your work concerning this music program.
 +
 +
I have just compiled the last revision from the read only SVN with devkitpro on windows and obtain no error during compilation.
 +
When executing the program on the wii i haven't seen any difference with the precompiled binary.
 +
Does it means that everything is OK now and we don't need any patch ?
  
== Editing note.raw ==
+
: The code detects the existence of the patch, and skips some parts of the patch is not found (line 65 of input_gekko.cpp). The patch only adds GuitarHero drum support, so if you want a version with just guitar support then you don't need any patch. Note that the precompiled binary found on the wiki here is older then the latest SVN version (did a lot of code refactoring, functionality should be mostly the same). --[[User:Daid|Daid]] 19:23, 14 October 2010 (CEST)
  
I want to change notes, and I thought note.raw was the file I want to change. But, I don't know how to edit it. Do I need some special program? And, I can't download the source, it never start.
+
== Bug and stage question ==
Thanks, and sorry for my bad english.
 
  
==Link Broken==
+
*First: Great game! I love it!
Holy crap, the link is broken! I think it's the site, but this is a '''major''' problem!!! [[User:TPAINROXX|<font face="VINETA BT"><font color="black">-TPAINROXX</font>/<font color="green">BKW</font></font>]] 02:13, 18 September 2009 (UTC)
+
*Second: I found a bug: When I press the green, the red and the yellow fret it just shows that two are pressed. If I press them one after the other the game shows the first and the second of them I pressed but it won't notice the third (if I press green first, then red and then yellow, it shows that green and red are pressed but it won't notice the yellow key at all). I don't know if this bug appears on a guitar controller because I don't have one but it exists when I play on my USB keyboard.
 +
*Third: A question about the lua-script for a stage: The input masks for a single pressed key are included in the Guitarfun-script but what are the input masks when I press multiple keys?

Latest revision as of 02:17, 5 September 2011

can't import frets on fire songs

soooo i decide to add some songs. I go into the root folder of the sd card and open up the guitarsonfire folder. the first problem i notice is inside the folder there's nothing in there but a bunch of zero KB alias files and no songs folder. so hey, i just made a new folder called "songs" at put it in there. so i downloaded a few songs from the frets on fire song list linked to on the guitars on fire page. they each came in a folder and each contained the following: guitar.ogg, label.png, notes.mid, and song.ini. since they all came in folders and you cant have multiple files with the same name in the same folder i just put the folders in there. they did not show up in-game. so i just took all of the files out of one of the folders and put them in guitarsonfire/songs/. that didnt work either. so i dont know what i'm doing wrong, someone enlighten me. Buddyhunter 23:12, 28 August 2010 (CEST)buddyhunter

The songs need to be in subfolders in one of the following locations:
guitarfun/songs
guitarsonfire/songs
apps/guitarfun/songs
apps/guitarsonfire/songs

These folders might need to be in lower case (not sure, mine are), and songs can be in sub-folders. So I have:

guitarsonfire/songs/Beatles,_The/Yesterday_Jukilum/guitar.ogg
guitarsonfire/songs/Beatles,_The/Yesterday_Jukilum/notes.mid
guitarsonfire/songs/Beatles,_The/Yesterday_Jukilum/song.ini
guitarsonfire/songs/Beatles,_The/Yesterday_Jukilum/song.ogg

For the songs to show up the "song.ini" is a requirement, without a song.ini it won't show it. --Daid 22:00, 6 September 2010 (CEST)

a few ideas i had

a why hello there daid, i was just playing 1.1 for the first time, and its the best thing since sliced bread. here's a few idea's i had and would be willing to help with. First off, Solo Sections, now im not sure if you would be more interested in The GH Solo way or the RB Way. Here's Some FYI's In Case You Decide To Go Through With This.

  • MIDI note 103 (G6) marks solo sections (guitar only).

That's The Way MID's Compatible With FoFiX/RawkSD Work, Now Guitar Hero Just Has The Notes Tappable (with the exception of chords), but rockband add's up the notes in the solo sections as followed

  • 100% Solo = 100% of notes added = perfect solo (- starpower/overdrive)
  • 95-99 = 80% = great solo
  • 90-95 = 70 = solid solo
  • 80-89 = 60% = good solo
  • 70 - 79 = 30% sloppy
  • 65 = weak solo = 5%

Also, The Option For Several Scales In The Freestyle Area I Suggested, moving back and forth by using The DPAD On The Controller, I Will Provide Several Scales In MP3 Format As Requested. Also, I Think The Notes Themselves Should Be Redone, I'm Currently Authoring Some Examples To Hand To You. I Think You'll Be Very Pleased. Also, The Fanbase Has Concluded That Star Power Is Necessary, Star Power Is Authored As Following.

  • Overdrive/Unison Phrases get authored on 116 G#7

And One More Idea I Had Was To Have Big Rock Endings, Like In Rockband. Authored on MIDI Note 120 C8-124 E8. other than that, the ability to download in-game. Thanks For Reading This Very...Very...Long Post (Well Thought Out =D) -- Calthephenom 19:52, 12 January 2010 (UTC) PS For More Info, Visit http://creators.rockband.com/spec/Authoring

That link is awesome. Thanks! Just the info I was looking for. I'll see what I can do. --Daid 20:41, 12 January 2010 (UTC)

Thanks =D. I Also Just thought of a create a character function? that would be sweet to have a person you created out on the stage instead of some random people. it should be simple enough, an INI file containing things like the following

  • [character]
  • head = 3
  • body = 8
  • guitar = 6
  • shirt = 5
  • pants = 11

... --Calthephenom 21:00, 12 January 2010 (UTC)

Hehe, that's actually a cool idea. I thought about that when I first started playing with GOF, making custom stages and what-not.. KenithCanule 21:42, 12 January 2010 (UTC)


btw daid is there any way you could make the notes more like this? http://i46.tinypic.com/14b2904.png Calthephenom 22:28, 12 January 2010 (UTC)

I like the round GH like notes better then the flat square rockband notes. But you could make notes like that by editing the .raw files.
And for your entertainment: http://img97.imageshack.us/img97/4341/gof.jpg --Daid 22:59, 12 January 2010 (UTC)

ahhhh, i laughed at that XD. ill have a new one up soon Calthephenom 23:06, 12 January 2010 (UTC) http://i50.tinypic.com/2crvk3s.jpg Calthephenom 00:12, 13 January 2010 (UTC)

Custom Notes

I can't seem to get custom notes to work correctly. I am trying to make GH3 notes, but they are having all kinds of bugs. i'll see if i can get a pic. EriQH 23:36, 12 January 2010 (UTC) Coolio Calthephenom 00:12, 13 January 2010 (UTC)

Well, I got them to work. i think. but it is hard to tell if they are working right b/c every mesh is the same color. i tried changing the color in blender so it would change the outcome, but it seems that .raw files do not save the color. EriQH 00:31, 13 January 2010 (UTC)
The .raw files only contain triangles. I handle all the coloring and shading in code. I know it's not perfect, but it works. Better model support is something I want to add for the next version, because these .raw files work, but are not easy to work with at all. --Daid 10:06, 13 January 2010 (UTC)
yeah, I'm actually starting to get the hang of it. i figured out that I can use the bottom ring from a GH3 note as the note bg, and it is closer. it would still be nice to have a better system. maybe where you can have multiple meshes and color each one differently? EriQH 19:20, 13 January 2010 (UTC)
I managed to get .OBJ files with textures working yesterday. Which should be a much nicer format to work with, and the notes also look a bit better now. I still want to tweak them a bit more. But it should be easier to customize after this. There will be the following files:
  • note.obj (basic note) with 5 textures
  • note_hopo.obj (hopo note) with 5 textures one for each color
  • note_fp.obj (starpower giving note) with 5 textures one for each color
  • note_fp_hopo.obj (starpower giving hopo) with 5 textures one for each color
  • note_afp.obj (active starpower note) with 1 texture as starpower makes all notes the same color
  • note_afp_hopo.obj (active starpower hopo) with 1 texture as starpower makes all notes the same color
  • note_solo.obj (solo section note) with 5 textures one for each color
  • note_solo_hopo.obj (solo section hopo) with 5 textures one for each color
I hope that's better. --Daid 11:08, 15 January 2010 (UTC)


Five textures for each color? or one texture for each color? (5 total) EriQH 01:58, 17 January 2010 (UTC)
One for each color ;) --Daid 11:38, 17 January 2010 (UTC)


That sounds awesome! i'm gonna have to mess around with Textures now :D lol i had never done anything with 3d stuff until i started playing with this cause FoFFF has Fatdog and ppl like that that are good at it. this is great! :)

EriQH 03:56, 18 January 2010 (UTC)

Here Ya Go

http://www.mediafire.com/?mntzjtmy5jj i made some backing track's for the freestyle mode. figured it'd be a good addition (4.5mb, 6 1 minCalthephenom 01:20, 13 January 2010 (UTC)ute tracks ranging from Metal to techno, to classic rock)Calthephenom 01:20, 13 January 2010 (UTC)

GOF As A Channel

I Decided To Make A GOF WAD (Completely Legal, Used CustomizeMii). I'll Pass It Along To You, But It's Not Recomended To Use, It's Untested. I'll Test It On Friday When I ReInstall Bootmii. Heres The Link -- http://www.mediafire.com/?zntghdzbmy2 -- Calthephenom 03:07, 13 January 2010 (UTC)

I'm not a supporter of custom channels and WAD files. I understand that there are people out there that want this. So they are free to use it of course. But don't come complaining to me when it fucks up your Wii. --Daid 10:14, 13 January 2010 (UTC)

I've tested this wad on a 4.2u firmware that is softmodded and it works when your sd card that has the boot.dol and info for guitarsonfire inserted. The songs on the usb device also work. This is just for those that might want to get this and were afraid of bricking their wiis. Uribemaster 07:01, 30 January 2010 (UTC)

loading random stages

could someone tell me the problem with my code to load random stages? http://pastebin.com/f3ad8d485 It says "then expected near '='" the problem is in the first line. but they are all the same so they probably would all bring back errors. EriQH 07:15, 13 January 2010 (UTC)

http://pastebin.com/m5c88d77d this should work. A single '=' is an assignment, while a double '==' is a compare. Also, the math.random makes a random number between the first and second argument. So that needs to be math.random(0, 4) for the numbers 0,1,2,3,4.
Some recommended reading material if you want to know more about lua: http://www.lua.org/pil/index.html and the reference manual: http://www.lua.org/manual/5.1/manual.html#pdf-math.random --Daid 09:56, 13 January 2010 (UTC)
ahh ok. my bad. i'm kinda new to coding. thanks :D EriQH 19:15, 13 January 2010 (UTC)
No problemo. Feel free to ask anything. --Daid 11:09, 15 January 2010 (UTC)

About 1.1

Hey Daid good job on 1.1 but im confused about something. Even if a song is only on expert guitar, it shows it as playable on all instruments and difficulties on the playing screen. Is it just me? the rest is flawless sorry if i`m being a pest Uribemaster 07:37, 17 January 2010 (UTC)

Yeah, this is so your difficulty/instrument setting does not change if you select songs that you cannot play with that combination. Some complicated code seeks the most appropriate difficulty/instrument combination that fits you. --Daid 11:42, 17 January 2010 (UTC)

Oh ok i see dude your app is awesome lol Uribemaster 16:31, 17 January 2010 (UTC)

Dude i found either a bug or a mistake. If a song has guitar,bass, and drums the game loads them as follows. If you want to load guitar, it loads drums. If you want to load drums, it loads guitar. Bass is loaded just fine. Uribemaster 00:55, 20 January 2010 (UTC)

Stange. What difficulties/instrument combinations are available on that song, and which did you choose? (difficulty is also an important factor here) I had no problems with the the songs that have guitar+bass+drums, but all those songs I have have 4 difficulties for all instruments. --Daid 10:00, 20 January 2010 (UTC)

It has all dificulties for all 3 instruments. When i tested it more sometimes it just randomly loads whatever instrument it wants regardless of difficulty. Most of the time its guitar swiched with drums. The thing is all the songs i have with all difficulties and instruments do this. Any clue why? Uribemaster 15:47, 20 January 2010 (UTC)

Clueless. It should just pick the difficulty you choose if it has notes. All the 'search for something else that fits' code has checks before it that check if the current instrument/difficulty combo has notes. Something you could use to verify, the highscores ingame add the score to the actual instrument/difficulty which you played (after modifications). While the scores online ( http://daid.mine.nu/guitarsonfire/ ) show the instrument/difficulty combo that you choose. If they don't match up, then something really strange is happening. --Daid 17:09, 20 January 2010 (UTC)

Umm i tried it and its still wrong ill try 1.0 to see if the same error happensUribemaster 20:27, 20 January 2010 (UTC)

I think the prob might be that the songs are for fofix and fof but maybe not compatible with Gof Uribemaster 06:47, 22 January 2010 (UTC)

Oh i see what the problem was now. The tracks werent alligned correctly. They were in the order of drums bass then guitar instead of guitar bass and drums on the songs. Ok now i see sorry for the false sorta accusationlike statement. Uribemaster 06:58, 30 January 2010 (UTC)

net.cpp

i was looking at your source for net.cpp, and from what i have seen, it appears you have implemented my in-game download idea =D, it starts around 3/4 of the way down.is there any way that once you get a new feature set up, you could email me the dol? ellisideait55555@hotmail.com , also , i had one more idea. a "Message Of the Day" Feature, towards the bottom of the main screen like in RB2. i'll set up a little script if you want me to, that would modify the message of the day, thanks Calthephenom 17:17, 17 January 2010 (UTC) edit: heres the code to insert the message into a database, im not sure if you want to password protect it or not, but here's the code.http://pastie.org/782023 the form is self explanatory it shouldn't be too hard for you Calthephenom 17:31, 17 January 2010 (UTC) heres the form -- http://pastie.org/782058

That feature is not yet done, very buggy. I'm not happy with the current implementation. I need to rethink a few things. Many songs are distributed as rar files, which gives some license issues. (unrar sourcecode can only be used noncommercial, but GPL does not allow me to set any other restrictions to the source, so that does not mix well)
Also, I suggest you google 'sql injection' for your MOTD code. --Daid 18:54, 17 January 2010 (UTC)

i knew about SQL Injection, i just didn't feel like adding it :P. well there thoughts i had on the ingame downloading was that i could set up a blogger blog (already did, lol), and direct link to the zips, just since zip's are easier to work with. i'll maintain the DLC once you get it set up =D. anything else i can do to help? --Calthephenom 22:30, 17 January 2010 (UTC)

Sloppy code leaves a bad impression. For the DLC, I'll put up a site where you can add links. I've 'harvested' links from the FoF wiki, but only 2 out of about 1000 are usable with the current code. If I can get mediafire downloads to work then the list grows to about 400 (but quite some links of those are dead) --Daid 11:02, 18 January 2010 (UTC)

ok. if needed, i have 2 10GB Hosts, and 1 5GB Host. i have enough space to host most of the customs =D (plus my HDD Has like 170GB Free =D, so i could set up apache). Things like mediafire And Megaupload will be harder to work with, due to the captcha's. will the downloads come from a mysql database? i already have a customs script working, if you want it --Calthephenom 17:14, 18 January 2010 (UTC)

Some Patches

The Solo Patch : http://pastie.org/782516. moar later --Calthephenom 00:52, 18 January 2010 (UTC)

Please, try to use 'patch' files. If you checkout from subversion, then you can use tortoiseSVN to generate patchs. A proper patch looks like this: http://pastebin.com/m41d97fa2.
I also don't get your patch. I got the scoring calculation from: http://wiki.scorehero.com/SoloBonus yours doesn't make sense. Even has a higher value for good then great. --Daid 09:49, 18 January 2010 (UTC)

Compiling in Ubuntu

Daid, Would you mind if i bug you about how to compile from source on Ubuntu. I have tried many times, with many different games. But have had not luck. i downloaded Code::Blocks but it says that "The defined compiler for release cannot be located". I installed DevkitPPC but idk if it was set up right. EriQH 04:04, 18 January 2010 (UTC)

I've documented my code::blocks settings here. I've updated the Makefiles in svn, you should be able to use "make -f Makefile.wii" now (it might miss a few libraries, as my devkitpro installation on linux is broken and I couldn't test them properly) --Daid 10:44, 18 January 2010 (UTC)
I get
"main.cpp:11:17: error: smb.h: No such file or directory
main.cpp: In function 'TDirEntry* selectSong(TDirEntry*)':
main.cpp:494: error: 'smbInitDevice' was not declared in this scope
make: *** [.obj_wii/main.o] Error 1"
i'm really new to this stuff. sorry if i'm a bother. EriQH 17:38, 18 January 2010 (UTC)
No problem at all. You are missing the tinySMB library. Which is strange, as it should be in devkitpro. However, you could just remove those lines (between the #ifdef GEKKO, #endif), and the #include <smb.h>. As it's only needed for the SMB functionality. --Daid 20:02, 18 January 2010 (UTC)
Now i'm getting this http://pastebin.com/me1b92ca I don't seem to have a "zlib.h" file that it's looking for. And Code::Blocks gives me this error
"/home/thehigdons/Desktop/GOF/readdir.cpp: In constructor ‘TSongInfo::TSongInfo(const char*)’:
/home/thehigdons/Desktop/GOF/readdir.cpp:66: error: invalid conversion from ‘const char*’ to ‘char*’" EriQH 07:27, 19 January 2010 (UTC)
Mmm, zlib.h is from zlib (surprise!) it's an essential library, as PNG loading depends on it. In the windows version it's installed by default. I see now, the install instructions for devkitPPC are just incomplete on linux. You can use my DevkitProLinuxInstall that should create a good devkitPPC install for GoF. --Daid 11:14, 19 January 2010 (UTC)
Ok thanks. I never saw your script. but it gives me this error.
"./Devkitppc.sh: 27: function: not found
Downloading
/: Unsupported scheme.
Failed to download" EriQH 15:33, 19 January 2010 (UTC)
My mistake. It tries to use /bin/sh, which is dash on Ubuntu. While the script was made for bash. I've updated it and it should work now. You didn't notice it before because it wasn't there ;) I just added it. --Daid 17:05, 19 January 2010 (UTC)
Ok it installed. but i am having the same problem. i found that if i copy and paste the "zlib.h" file into the "unzip" folder it gets past that error. but now i am getting the same problem with "gccore.h" and "ogcsys.h" pasting them into the folder does no good. i think it may be looking in a different directory. EriQH 17:26, 19 January 2010 (UTC)
Wow... i wasted a lot of your time and my time trying to get this to work when the answer was right beneath my nose. I didn't set the environment variable. Idk why i didn't remember that. I knew i had to cause i also compiled GuitarFun from source at one time. sorry about that. EriQH 19:21, 19 January 2010 (UTC)

RB2 Drums

hey, i've been thinking, if i could get the address codes of the rockband 2 drums, do you think you could include it in GOF? im thinking of patching WiiUse. should be simple enough--Calthephenom 17:31, 18 January 2010 (UTC)

I would need a bit more then just address codes. I could add the drum code for GH drums from the information found in at Wiimote/Extension Controllers#Guitar Hero World Tour (Wii) Drums --Daid 20:08, 18 January 2010 (UTC)

ok, and btw, what is the status of the animated backgrounds i suggested? are you going to see if you can use DVDx? --Calthephenom 22:36, 18 January 2010 (UTC)

Movies as background is not something I'm working on anymore. I have other things which I find more important, and only limited time. --Daid 23:06, 18 January 2010 (UTC)

ok no biggy, i just wondered if you had taken it on--Calthephenom 01:29, 19 January 2010 (UTC)

Ubuntu PC version

Ok so i got it all compiled and working for the wii. and then I tried to compile it for PC and it wouldn't work i found that I needed to make a quick change to the "video.cpp" file. Line 19 was

"char* c = strchr(str, '\n');"

and I changed it to

"const char* c = strchr(str, '\n');"

And it worked. However, it doesn't seem to find the songs folder.know what the problem could be? EriQH 00:41, 20 January 2010 (UTC)

Changed that, stange, as I don't get that error. What version of gcc are you using?
It cannot find the songs because of readdir.cpp, Look at line 39+40 ;) --Daid 10:02, 20 January 2010 (UTC)
Ok thanks. I have GCC version 4:4.4.1-1EriQH 22:49, 20 January 2010 (UTC)

Broken Keyboard

I see that in the latest commits you say that the keyboard configuration is broken. does that mean that the keyboard won't work at all? or can you just not set the keys. cause i need to test some stuff when i get a chance and if the keyboard won't work then i need to roll back a few versions. EriQH 23:07, 20 January 2010 (UTC)

The SVN version is ongoing development, I won't make any guarantees about it's state. Especially when I'm making major changes. In this case, the keyboard itself works, but the changing of the keyboard mapping won't work for the wii version (just commited changes for the PC version). I'm making major changes in the input area for a port to the "Open Pandora", and I'm going to make major changes to game.cpp for better gametype support. With those changes stuff will be in a broken state from time to time. --Daid 23:18, 20 January 2010 (UTC)
Right. I understand. i was just wondering if it would be possible to test what i have done with a keyboard. thanks EriQH 23:53, 20 January 2010 (UTC)

Textured notes

I tried to use your notes as a template to make some new ones, and it doesn't seem to work right. http://img51.imageshack.us/img51/7739/38913407.png I used the same layout as you. And I pasted my Notes over top yours so I could make them the same size and stuff. (the lines in the pic are not there in-game. it must have messed up taking the screenshot.) EriQH 06:13, 21 January 2010 (UTC)

Looks like the textures are in the wrong format. They need to be 24 bit PNGs WITH transparency. The transparency is something I found out when I made the new notes. If you want me to take a look at them just send them over ;) --Daid 09:57, 21 January 2010 (UTC)
I pasted my images over yours to avoid that problem... http://www.mediafire.com/?mljdddoyymo there's my notes. EriQH 20:03, 21 January 2010 (UTC)
The problem is not with my code or the textures. It's with the UV mapping of your model. If I import the model into an 3D editor and apply your texture to it then it looks the same as on your screenshot. --Daid 22:38, 21 January 2010 (UTC)
Oh. DUH. My bad. I got it now :)EriQH 09:38, 22 January 2010 (UTC)

Solo Sections

is there any way you could change the fretboard to something along the lines of [1]. also, i have two more ideas.counting the percentage hit in the solo so far, and a clock ticking down with the remaining time? is there any kind of GFX/MID Spec Things i could help you with? kthx -- calvin

Unable to compile after r30.

In r31 and 31 I get this error when trying to compile. http://www.pastebin.org/81406 You may already now about this. I just figured i would throw it out there since in the past i got compile warnings that you didn't

It was just mods.cpp missing from the Makefile (new file, only added it in the codeblocks project yet). r32 should fix it. Note, good chance that the next few updates will break a lot of features, as I'm redoing lots of the gamelogic code. --Daid 14:12, 24 January 2010 (UTC)
Alright. Just wanted to make sure it wasn't any real problem. Thanks :) i'll be ready to roll back a revision if stuff breaks.EriQH 15:28, 24 January 2010 (UTC)

Development versions

I've setup a script to make new builds at night. You can find these builds at: http://daid2.mine.nu/~daid/GoF/

The sources used to build these versions are at: http://daid2.mine.nu/svn/Wii/GuitarsOnFire/

It contains full builds with all the files you need (except song files) and just single dol files. Use these at your own risk, they won't mess up your Wii. But they might not work at all or give strange results.

Main reason why I supply these is because the development version contains a new file format for the notes, and the ability to use mods without overriding game files. And people want to toy around with that. --Daid 10:38, 25 January 2010 (UTC)

Stage thing

Hello im using my wii's internet at the moment but I want to ask you something Difficult and/or easy Can you help me make another stage? And I have a stage crafted after the game called maplestory and I want to send or post it somewere here in the stages area of the site but first you have to look at the stage so you can tell me to add anything or if its ok as is. Oh and I have a couple of (kinda) appealing stages I want you to see. I will post links later on in the disscussions under this post when I get to use the computer. --Labtech9998 07:24, 27 January 2010 (UTC)

hmmm

i was reading about zlib today. and i saw there was compression features, is there any chance that if users enable the feature, songs will auto upload to your server? --Calthephenom 02:12, 28 January 2010 (UTC)

That makes as much sense as "I saw McDonalds sells burgers, does starbucks give free t-shirts now?". And I won't ever allow upload of songs on my server because of bandwidth and copyright issues. --Daid 09:47, 28 January 2010 (UTC)
Free burgers!? Where? --Yossi 11:08, 16 March 2010 (UTC)

Custom Notes in latest nightly build

Do you now of any reason why these notes http://www.mediafire.com/?w3wwmzmmmyy would cause it to crash? everytime I start the game the graphics are all buggy and then it crashes. In the PC version it starts but the neck never moves. IDK if that is b/c of the notes or not. EriQH 20:59, 28 January 2010 (UTC)

Simple, the note.obj is an empty file. :P the hopo version seems to work fine here. And I think the never moving neck is a bug I caused. I should commit a bunch of huge changes soon to, but my current code it not stable yet. --Daid 21:32, 28 January 2010 (UTC)
Oh. Must not have exported right in blender. :( i thought i checked caus i have had this problem before. EriQH 22:43, 28 January 2010 (UTC)

Nyko Frontman Wireless Guitar

I have the Nyko Frontman Wireless Guitar. As you know this does not work with GuitarsOnFire. I'm not sure what causes the problem but I would be willing to help you out and test things. Let me know what you need.Geegee 18:49, 29 January 2010 (UTC)

Great. I should put a test file up here soon. I haven't forgot about this. Just need some time to make a proper test app. --Daid 17:29, 31 January 2010 (UTC)
Sounds good. I will keep checking back for the test app. Thanks .Geegee 03:49, 1 February 2010 (UTC)
I can do a test too. Let met know when Marc 19 February 2010
I was so happy to see a homebrew guitar game! but then my Nyko dosent work... What came of this, can i be of assistance? —Preceding unsigned comment added by Unitypunk (talkcontribs) 19:32, 5 August 2011 (CEST)

Rock Band USB Guitars

I was about to download this to try it out until I noticed the disclaimer on not supporting USB guitars. I'm somewhat confused as to why that's so hard. The rock band USB guitars use standard USB gamepad/joystick setup w/ POV hat as the D-Pad/Strum bar, Buttons mapped to the buttons (slightly out of order), the plus and minus buttons are mere buttons, the overdrive/starpower is a button as well and the whammy is a zaxis that resets to zero if it's not being moved. I can give you more specifics on the buttons for the guitar/drums if you want them.

As I only have the Rock Band guitars and cannot test the game in any way that I'd feel comfortable with, I have not tried the game, but I will say that you should refer to FoFiX if you have coding issues with any of the more advanced Rock Band 2/World Tour like features. If you included full 4 player Guitar/Bass/Drums gameplay compatible with all means of control that would amazing!

(BTW, this is my first time attempting to use a talk page, if I screwed anything up I'm sorry.) --RockGuy32 —Preceding undated comment added 08:21, 31 January 2010 (UTC).

Interesting, that's more info that I found so far. I'll have a look at USB gamepad/joystick support to see what I can whip up. Not promising anything though ;) --Daid 17:28, 31 January 2010 (UTC)

Ok, Here's the button/axis configurations:

Rock Band Guitar

Green Button 2
Red Button 3
Yellow Button 4
Blue Button 1
Orange Button 5
Star-power/Overdrive Button 6
Solo/High frets Button 1-5 with button 7
Minus Button 9
Plus Button 10

The pickup switch thingy is the Z-Rotation axis and resets to center when changes are not being made The Whammy is the Z-Axis and much the same way resets to center (not zero like I originally though, sorry)

Rock Band Drums

Red Button 3
Yellow Button 4
Blue Button 1
Green Button 2
A Button 2
B Button 3
1 Button 1
2 Button 4
- Button 9
+ Button 10

The drum pads press down the following buttons on the initial hit as well as button 8 much like the soloing frets on the guitar. The D-pad is a POV hat just like the guitar.

The mic is a standard USB Logitech audio input and works on a PC as well.

I do not have the Rock Band 2 Guitar/Drums but I assume they work much the same way. Also, I have no clue how to use the controller port lights on either controller but they work fine without them.

Hope this was helpful, I'm willing to help with this as much as I can although I have no experience with coding on the Wii. I've only used Blitz Basic 3D, but I would recommend looking at FoFiX's (http://code.google.com/p/fofix/) source code if you have any problems.

Good info :D I've put it in tables, makes it easier to read. The main problem for the Wii is the lack of a USB Joystick/Gamepad driver as far as I know. (PC games can just use the driver from windows/linux making life easier) --Daid 10:10, 1 February 2010 (UTC)

Sorry to put my nose in where it doesn't belong, but couldn't it just be easier to map the instruments out as a USB keyboard device? it should be able to detect input from the instruments,i have a lot of info on rockband instruments and midi specs, idunno, i'd be willing to test whatever samples you want --Calthephenom 19:52, 1 February 2010 (UTC)

Vocals Support

oh and by the way, is there a chance for vocals being added in the future? i was looking at the pitch analyzer and i saw that it uses an underlining C Library, so could it be ported to the wii? im not saying it necessarily has to be pitched, but just basic detection of noises and timing, heres the link. http://fofix.googlecode.com/svn/MFH-Mod/trunk/src/PitchAnalyzer.py --Calthephenom 02:34, 2 February 2010 (UTC)

Not by me. I don't care about vocals at all. And it requires creating an USB Mic driver, which would be hard work. And I rather spend my time on other things. --Daid 09:26, 2 February 2010 (UTC)

help on stages

Hey can anyone tell me how to make a custom stage on guitars on fire? Uribemaster 20:55, 6 February 2010 (UTC)

hmmm, u just had a great idea

is there any way, that after a song is downloaded ingame, you could add, for example, the following

  • dlc = true

and then, make it sortable, similar to rock band 2.also, the ability to sort by tier, artist, charter, or other characteristics, and show the place in the leaderboard for that song after play, like in GH:WT+.and if the tiers, or any other data like that is missing from the config file, just have it go to a "Other", area, by default? , also, maybe port the original FOF song creator, or dB, or create something entirely new, with an option to test in game before saving it, then, have the ability to create the config file for it and upload to your server, not including the mp3, just the finished chart, similar to GHTunes, with an area to rate the charts quality --Calthephenom 20:30, 18 February 2010 (UTC)

hmmmmm

so are you done with development on GOF? --Calthephenom 18:27, 14 March 2010 (UTC)

No. But I crashed (mentally) it's going better, but I'm still having a coding block. Most of my energy goes to my work right now. And the rest of the time I code a bit, but it goes very slowly. As GoF has become a complicated project (pretty words for: code is a mess) I currently don't dare to touch it. --Daid 16:34, 15 March 2010 (UTC)

i see, senor. if you want, i could go through and add comments, to help keep it more organized --Calthephenom 20:54, 15 March 2010 (UTC)

Thanks for the offer, but that won't help. Comments don't make code more organized, just easier to understand. And I understand my own code just fine. It's like a messy workdesk, I can find everything without problems. But getting work done is a bit harder because of it. Putting post-its on everything won't help that, you just need to clean your desk. This is just something I need to solve myself. --Daid 10:42, 16 March 2010 (UTC)

other ideas.

is there any way you could look for album.png in the folder containing the songs files, and display it off to the right, in a RB2-Esque Setup, and, if you really wanna invest some time, if the song contains album info, setup a way to download the first image result from http://images.google.com/images?hl=en&source=hp&q=$album , convert it, and display it? --Calthephenom 00:42, 21 March 2010 (UTC)

a little request

is there any way you could add some code i jotted up? User:Calthephenom/Time , it would be displayed in game (like when your playing) kthx --Calthephenom 00:34, 13 April 2010 (UTC)

A GOF Channel

Can someone make a channel installer like in the NES emulator cuz i updated my wii to 4.3 and now i cant run wad manager. I dont own any of the games that use exploits. --Osga21 18:52, 14 September 2010 (CEST)

Guitar Report

I just tried the Intec Rock Icon guitar controller and it works. I was trying to download the code from SVN but it is asking for a userid and password. Do you allow anonymous access? --CaptainJester 16 Sept 2010

Read only access on the SVN is "Wii/Wii" (or lower case) --Daid 22:02, 27 September 2010 (CEST)
Great, thanks. --CaptainJester 02:03, 6 October 2010 (CEST)

LibOGC Patch Needed ?

Thank you very much for your work concerning this music program.

I have just compiled the last revision from the read only SVN with devkitpro on windows and obtain no error during compilation. When executing the program on the wii i haven't seen any difference with the precompiled binary. Does it means that everything is OK now and we don't need any patch ?

The code detects the existence of the patch, and skips some parts of the patch is not found (line 65 of input_gekko.cpp). The patch only adds GuitarHero drum support, so if you want a version with just guitar support then you don't need any patch. Note that the precompiled binary found on the wiki here is older then the latest SVN version (did a lot of code refactoring, functionality should be mostly the same). --Daid 19:23, 14 October 2010 (CEST)

Bug and stage question

  • First: Great game! I love it!
  • Second: I found a bug: When I press the green, the red and the yellow fret it just shows that two are pressed. If I press them one after the other the game shows the first and the second of them I pressed but it won't notice the third (if I press green first, then red and then yellow, it shows that green and red are pressed but it won't notice the yellow key at all). I don't know if this bug appears on a guitar controller because I don't have one but it exists when I play on my USB keyboard.
  • Third: A question about the lua-script for a stage: The input masks for a single pressed key are included in the Guitarfun-script but what are the input masks when I press multiple keys?