Difference between revisions of "Talk:GuitarsOnFire"

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: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)
: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)
: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)
: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 ==
--[[User:Kobezbro|Kobezbro]] 21:44, 8 September 2009 (UTC)
I downloaded Guitars on Fire from the homebrew browser and I was wondering....
how do I put songs on there? or can I get a proffesional homebrewer to make the files?
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.

Revision as of 23:44, 8 September 2009

i made you a logo :P, its pretty cool http://i32.tinypic.com/1ypyl2.jpg Calthephenom 23:03, 27 August 2009 (UTC)

Guitar Peripheral

Is a wireless rockband guitar compatible with this game?

I don't own those myself (nor any of my friends), but 'jsmaster' did tried the alpha before I released it, and he used a rockband guitar, so I guess so. (and don't forget to sign your post) If some type of guitar does not work, please report so, I've tested with all the guitars I could find. --Daid 21:48, 27 June 2009 (UTC)

How about the nyko frontman wii guitar? it is much cheaper and i hope it could work on this - acyw13 15:06, 03 July 2009(UTC) —Preceding unsigned comment added by Acyw13 (talkcontribs) 22:10, 3 July 2009 (UTC)

I think it would, but I only test it with these guitars:

  • GH3 Guitar [1]
  • GH WT Guitar [2]
  • GH Metallica Guitar [3] (Works 100% the same as a WT guitar)
  • Flying V [4] (These feel a bit cheap, works the same as a GH3 guitar)

Feel free to add to the list if you find out a guitar works. I think every wireless guitar for the Wii should work, but better be sure. --Daid 08:59, 4 July 2009 (UTC)

I can't get a Rock Band guitar to work. The Wii doesn't register it as a controller like it does while playing Rock Band. --BAPACop 07:15, 8 July 2009 (UTC)

Simple rule: If it connects to USB, it won't work. And unless someone with an USB Rock Band guitar figures out how to read it, it will never work. I don't have one, and I don't have enough knowledge about USB to make it work. --Daid 08:58, 8 July 2009 (UTC)

GuitarFun supports PS2 guitars plugged into the Wii GC controller ports using a PS2->GC controller adapter. Are there any plans to add this support to GuitarsOnFire? TechRat 17:26, 9 July 2009 (UTC)

Ah, Guitarfun simply maps GC buttons to ingame buttons, so I copied that mapping for version 0.8. So it might work then. --Daid 21:50, 9 July 2009 (UTC)

Can you use a USB guitar hero guitar/Rock Band Guitar? --[PayneXIII] July 9, 2009 —Preceding unsigned comment added by PayneXIII (talkcontribs) 01:38, 10 July 2009 (UTC)

Look a bit up, I clearly state there that USB guitars won't work. --Daid 10:33, 10 July 2009 (UTC)

Nyko Frontman Wireless Guitar

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. Chaoboy 20:30, 13 July 2009 (UTC)

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. --Daid 22:40, 13 July 2009 (UTC)


Frets on Fire has some already modded versions that make it into very nice looking and playing Rock Band and Guitar Hero clones. Could you port these mods over to your Wii game?

EX: [5]

  • FoF uses Python, and the mods are in python. So making GuitarsOnFire compatible with FoF mods would be too much pain.
  • Those mods use copyrighted materials, we can't just go and copy pictures from games like that.
  • I don't plan on making the menus moddable, but I have plans to make the background stages and guitar neck (or highway as guitarhero calls it) moddable.

--Daid 21:48, 27 June 2009 (UTC)

Okay. And its good to see that they will be customizable. I actually went to check for a graphics directory when I first played it. :P --Kylethedarkn 02:22, 28 June 2009 (UTC)

Yeah, the GFX are embedded in the final dol file. All the examples did this, and I only just found out that I could also load from SD card with slightly different code. And just to make you laugh, here is a picture of the mario stage. --Daid 09:45, 28 June 2009 (UTC)

Well, I have already redone some of the images and stage images. Are you going to start a site for users to post this kind of content? If you are not up to it I would be. --Solarpolitiks 03:28, 11 July 2009 (UTC) —Preceding undated comment added 19:29, 11 July 2009 (UTC).

Cool. The wiki contains an upload facility, as the files shouldn't be that big it wouldn't be a problem to use that. Feel free to make a new section on the main page called "extras" or "mods" or something like that. That keeps all the information at a single page. --Daid 09:34, 12 July 2009 (UTC)


Sort of like the mods section (above this), but not exactly. You see, I'd like it if you enabled the actual fret/note graphics to be changed. I looked around, and didn't see any file that the note sprites were loaded from, so they aren't currently changeable, but is it possible to implement this? I want something more 3D and sperical, rather than just circles with black rings :P Zeke50100 17:08, 22 July 2009 (UTC)

Those aren't sprites, those are 3D models, and they are hardcoded right now. I created them from the FretsOnFire models, those are XML files, but I didn't want to parse those. Another reason why I hardcoded them was to that people cannot create mods that copy all the stuff from GuitarHero. And the GuitarHero notes kinda match your description... --Daid 22:20, 22 July 2009 (UTC)
Well, there are plenty of mods for FoF that use notes that fit the description, but AREN'T GH clones ;) Plus, 3D just makes it easier on your eyes; notes that are squished together won't look like they're...well, squished together XD That brings me to another topic... Zeke50100 02:33, 23 July 2009 (UTC)

Hyperspeed. You don't need 5 levels of it like GH3/A/WT/M/SH; You could just make 3 of them. It'd be nice, since harder songs (read: Dragonforce :P) look like the legendary wall-of-skittles w/o Hyperspeed. Zeke50100 02:33, 23 July 2009 (UTC)

Classic Controller

I haven't had a chance to download and try this yet, but I'm going to copy/paste some feedback I left for GuitarFun: ...how about adding support for the Classic Controller? If you turn it around so that it's facing the screen, it's like a tiny guitar! Your left fingers can cover the buttons (thumb = R shoulder button, index finger = a button, middle finger = x button, ring finger = y button, pinky finger = + button) and you can strum the left analog stick with your right thumb. I suppose the best option would be allowing configurable controls.... But definitely add support for Classic Controller. --Mr. Reaper 01:00, 28 June 2009 (UTC)

Adding classic controls is a piece of cake. Consider it done for the next version. And I don't think you'll be able to play expert songs like that. I'll have to go with your button mapping for now, as I don't own a classic controller. --Daid 09:39, 28 June 2009 (UTC)

Ok, I tested this out, and it works pretty good so far, but it needs two changes: The first note should be on the R button, not the Zr button.... And the strumming is only triggering on a left-right motion of the analogue stick, which is not bad, but it definitely needs to trigger on an up-down motion too.
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. --Mr. Reaper 19:20, 10 July 2009 (UTC)
Nice photo, that helps. I'll change the mapping for the R button. Didn't noticed the classic controller had two R buttons. And I did left and right? damn... then I did it wrong, I wanted to do up/down. The curse of not having that controller myself. --Daid 09:55, 11 July 2009 (UTC)

World Tour Support

I was just wondering if the GH WT guitar controller is supported. I can't check right now since my guitar is @ activision getting repaired. If it isn't supported yet I request it for the next version, and maybe we will even have drum support? But I'm not sure if any libraries have been released with GH drum support... --Danny 11:48, 28 June 2009 (UTC) —Preceding undated comment added 01:50, 28 June 2009 (UTC).

Yes. It supports World Tour guitars. I own one of those myself. I had to patch libwiiuse for it, filled a bug here

The libraries are not yet up to date for drum support, but the information is there, so I could add it. Main problem is I don't have drums to test on. As I find them too expensive. (sponsor me! :P) Also, I didn't encounter any FoF songs with drum support. --Daid 09:39, 28 June 2009 (UTC)

Alright thanks, if anything does happen with the drums I'll be a tester if you want. --Danny 20:51, 28 June 2009 (UTC)

Would it be possible to add support for a drum track, and people could create their own if they wanted to? --BAPACop 07:09, 8 July 2009 (UTC)

Yes it would. But I'm unsure if there is any fork of FretsOnFire with drum support already, I rather not think up something new if people already created drum tracks. This is something for the 1.0 version. --Daid 08:58, 8 July 2009 (UTC)

Ok, found a few tracks with drums support (not just the drums.ogg, but also drums in the midi file) version 0.8 will load then, and you can choose to play them with a guitar. Best I can do for the 0.8 release right now. --Daid 22:39, 8 July 2009 (UTC)

Wii Remote or Gamecube Controller Support

Will it ever be possible to use a Wii Remote or GCN Controller for this game? It looks and sounds good, but I don't have a Guitar Hero Guitar and my USB Keyboard is bad. --Xeladude 11:55, 28 June 2009 (EST) —Preceding unsigned comment added by Xeladude (talkcontribs) 15:44, 28 June 2009 (UTC)

Get a guitar :P seriously. I could add Wiimote support, or NGC support, but it won't live up to the experience like a real plastic fake guitar. Using other controllers then a guitar is not high on my important features list. Keyboard is the next closest thing, but even that is way less fun. --Daid 09:52, 29 June 2009 (UTC)

I can't, I'm low on cash. On the homebrew browser it says I can use my GCN, but that didn't work... --Xeladude 10:25 (EST) —Preceding unsigned comment added by Xeladude (talkcontribs) 14:27, 30 June 2009 (UTC)

Bad points for HBB (also for not including an example song). As the GuitarsOnFire page doesn't show any GCN. The main problem with those controllers is the button mapping. I'll try to add some things, but my primary target is Guitars. --Daid 16:19, 30 June 2009 (UTC)

Any chance that the controls for the gamecube controller will be changed, or editable? I can only use the gamecube controller right now, and its not going well to say the least. I have no clue how to hold it, as holding it like a guitar just doesn't feel right.--Strikingfire 11:20 (EST) —Preceding unsigned comment added by Strikingfire (talkcontribs) 13:18, 19 August 2009 (UTC)

The gamecube controller buttons are mapped so that a PS2 guitar with a PS2->GC converter works. I don't own a GC controller myself, but if you know a button setting that would work right then please tell me so. Then I could easly make a "use PS2 guitar" setting and use your mapping otherwise (much easier then fully customizable buttons) --Daid 15:44, 19 August 2009 (UTC)

No Way To Play

Getting the game properly synced is a great advantage for your prog. But I can't really play anything cause when I'm loading the song the strange buzz sound appears which is very loud and you can't play anything (TBH you "can" hear the song itself very silent on the back, but it also sounds strange and echoing. Dunno what to do((( -- Niner 17:30, 28 June 2009 (GMT) —Preceding undated comment added 16:33, 28 June 2009 (UTC).

I had this problem too. It does it when there's a guitar.ogg but no song.ogg. Making a copy of the guitar.ogg and renaming it song.ogg made it work for me. OrangeRight 18:25, 28 June 2009 (UTC)
Simple bug, same thing that causes the bit of noise at the end of a song. Will be fixed in the next version. Thanks for reporting it, as I didn't come around any songs without a song.ogg. --Daid 20:46, 28 June 2009 (UTC)
You are welcome))) So I really don't need to do the stuff with song.ogg creating? Next version won't need that thing? OK. When it'll be released? Niner 6:33, 29 June 2009 (GMT) —Preceding undated comment added 05:37, 29 June 2009 (UTC).
Well, if you want to play songs with the current version you'll have to make sure it has a song.ogg (you could also rename guitar.ogg to song.ogg, as it works fine without a guitar.ogg) And I'll release the next version when it's done, which will be in a week or two, as many irritating bugs where fixed already. I just want to make sure that the api for custom 'stages' is stable, as that will be the major difference between these two versions. --Daid 09:46, 29 June 2009 (UTC)

Loading screen

It's K again! Also suggestion. Do you think if you finish a song it could go BACK to the song list instead of the main menu. Once again its just a matter of convenience. Ah another idea but not exactly in this category. I noticed that it takes a while for the song list to load up. I thought the long loading time was because it was trying to preload songs but it still has to load individual songs. Do you think you could preload all the songs that way there would only be one large/annoying load time instead of a whole bunch of them. KaseiHonoo 02:20, 6 August 2009 (UTC)

Let me explain the loading screen. I load the full files from disk into memory, this because on some (all?) SD cards it's not possible to stream 3 OGG files realtime. I can never preload all songs because the Wii has only 64MB of ram or so, with a song easily being 15MB. If you want to have less loading time I recommend you reduce the quality of the OGG files. 'sox' or 'audacity' can do this pretty easily. --Daid 20:33, 6 August 2009 (UTC)

Help offer

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? KaseiHonoo 07:42, 7 July 2009 (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 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:

  • 'Simple' stuff, things most people can do:
    • 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 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)

--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? KaseiHonoo 23:38, 7 July 2009 (UTC)

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. --Daid 08:58, 8 July 2009 (UTC)

USB song support

I was wondering if it would be possible for you to make it so that people that play the game, can choose to be able to play songs off a USB/SD drive -- AaronMosh7 20:40, 7 July 2009 (UTC) —Preceding undated comment added 00:49, 8 July 2009 (UTC).

Yes, but when I tried it it didn't work. So I left it out of the 0.1a release. Might had to do something with the libogc version I used, or the USB harddisk. I hope to try this again for the 0.8 release. But I will release without it if I cannot get it to work. --Daid 08:58, 8 July 2009 (UTC)

I tried to get USB working yesterday, but all I got was a crashing Wii or it not reading anything. Not risking crashes I left out USB drive support for 0.8. --Daid 10:33, 10 July 2009 (UTC)

Extra Features

From what I've heard you plan on adding the whammy bar eventually. It sounded like you were trying to get it to change the sound by doing it. I think this might cause a problem as it might make the whammy effects go over to the voices and the rest of the song as well. I suggest you include whammy but simply make it do something to your score. Or if you add something like star power make it raise the bar for it like in the real games. KaseiHonoo 19:07, 9 July 2009 (UTC)

Songs contain a guitar.ogg, that should contain the guitar track, so I only want to apply the effect on that track. --Daid 21:50, 9 July 2009 (UTC)

Most Single Notes are Hammer-Ons

I've noticed that any note not following a chord or a repeated note is always a hammer-on note. Is something wrong with my files or is it the program? —Preceding unsigned comment added by B17bomber (talkcontribs) 07:02, 10 July 2009 (UTC)

The files don't seem to contain information about hammer-on notes. So I added auto-hammer-on generation. It's far from perfect and I am planning to improve it. Currently it sets a note as hammer-on when the previous note ends within 100ms. I found that better then no hammer-ons at all. --Daid 10:33, 10 July 2009 (UTC)

You're saying that all custom song charts on any program can't note something as a hammer-on or pull-off? --B17bomber 18:51, 10 July 2009 (CDT) —Preceding undated comment added 23:52, 10 July 2009 (UTC).

I haven't looked at the most recent version of FretsOnFire, but the version I downloaded about a half year ago didn't support hammer-ons.

Also, my note reading code is based of the Guitarfun code. And that didn't contain anything for hammer-ons. --Daid 09:55, 11 July 2009 (UTC)

I found this

"A refresher: Playing a note and then hammering your finger onto the string will play a different note, allowing you to play notes in rapid succession without strumming. Similarly, playing a note and releasing your finger will change to another note. This functionality inherent in string instruments is built into Guitar Hero and available to you via the incredible RF-Mod, written by Rogue_F of the fretsonfire.net forum community.

  • NOTE: The "HOPO" functionality built into FoF 1.2.451, which was introduced in 1.2.438, is merely a "tapping" implementation. Rather than true HOPO functionality, the developers introduced a feature that simply lets you tap the note to play it rather than strumming as long as the end of the note is close to the next note. This is just wrong and in songs like Sweet Child of Mine results in basically three strums for the entire intro. It's certainly easier, but lacks realism and the challenge that made Guitar Hero so great in the first place."

It sounds like it's the same as what you have, it makes ho/po notes depending on how far away it is.

But you're saying in future versions you could shorten the gap from 100ms to something more realistic? B17bomber 01:08, 12 July 2009 (UTC)

I'll try to make it more realistic, and a configuration option to tweak or disable it. One of my ideas is look at which notes are closest to eachother and use that as distance 'rule'. As I noticed some songs simply put the tails right to the next note when it wants hammer-ons (when it still showed tails for short notes) Maybe I'll also add 'per song' configuration. --Daid 09:38, 12 July 2009 (UTC)

I think I know a problem with the current HO/PO system; you set it so that the "tail" on notes count as part of the notes, so any notes that follow a single-note sustain (including the tail) become HO/PO. I think a way to fix that is to separate the tail from the actual note. Zeke50100 17:10, 21 July 2009 (UTC)


Hi Daid, I love your new update for Guitars On Fire, the only downside is that you can now fail, I don't like this because I like playing songs on Expert and not having to worry about failing. Could you please put somethig like an options option on the main menu and be able to turn off failing, that would be great. Other than that, awesome jobe, Guitars On Fire is WAAAAAAAAAAAY better than Guitarfun. Keep up the great work! —Preceding unsigned comment added by Chaoboy (talkcontribs) 01:47, 11 July 2009 (UTC)

'Practice mode' I would call it. I'll add it in the next version. If you want to play expert and fail less fast then you could copy the expert notes to the easy track. Easy makes it go slower and fail less fast. --Daid 09:55, 11 July 2009 (UTC)

Thank You so much! —Preceding unsigned comment added by Chaoboy (talkcontribs) 18:02, 12 July 2009 (UTC)


Every time I finish a song, the list of statistics says "Steak." My initial thought was that this was some odd whimsical scoring system. Rather than "amateur" or "professional," perhaps I was being rated as a meat product? It took me the longest time to figure out that this probably meant "Streak." Something to be fixed for the next version? ;D --IanWatson 19:08, 12 July 2009 (UTC)

Meatbag :P yeah, I just added the missing 'r'. The 'score' window is on the "omg, needs to be redone!" list anyhow. --Daid 23:58, 12 July 2009 (UTC)

Sound Effects

For the version 0.8 release, the sound effects are getting bit annoying. Like when the guy says stuff like "You play like a little girl!" when you fail a song, and when the music completly goes off when you miss a few notes. Under settings, could you please put an option where you could turn off specific sound effects. Not an option where you turn off all of them because I like some of the sound effects. Thank You. —Preceding unsigned comment added by Chaoboy (talkcontribs) 16:44, 13 July 2009 (UTC)

If the sound goes completely off when you miss a note then make a copy of guitar.ogg and name that song.ogg. It should boost the volume and make the volume half as loud when you miss a note. (It only plays song.ogg when you miss a note) also, you can delete any sound effects you don't like, then it won't use those. --Daid 20:27, 13 July 2009 (UTC)

Can you make some kind of automatical song.ogg generation, so I don't have to make all these operations with my songs. And also, can you make NoFail Option in Setting, cause some songs I want to play are very hard. --Niner 14:49, 20 July 2009 (UTC)
See the 'failing' part of the no fail option. And the auto song.ogg should be possible. I'll give it a go for 1.0 --Daid 08:45, 21 July 2009 (UTC)
And also, when you fail the note silence stays till the next note, and I think you should make it a bit diffirent, like when you miss short note - only buzz sound appears. And when you fail the long note, guitar.ogg stops playing while the unplayed long note is unplayed. --Niner 13:48, 21 July 2009 (UTC)
That doesn't make sense, if you miss a note you still want to hear it? I'm very sure GuitarHero doesn't work like that. Only thing that I don't do (yet) is that the guitar.ogg stops playing if you let go of a long note. --Daid 15:31, 22 July 2009 (UTC)

Easyer GCN controler settings

To start out i think both Frets on fire and your port guitarsOnFire is awsome! but... I ham having a problem using the arrow keys on the gamecube controlers can you put like a control mapping thing in there in the 1.0 realse? or use the anolog stick on the gcn? Dtalley11 17:17, 13 July 2009 (UTC)

This control mapping is chosen to match the PS2->GC converter. I could add analogue stick strumming, but it might screw up the PS2->GC guitar. --Daid 19:19, 13 July 2009 (UTC)
By the way, you'll be happy to know that PS2 guitars with the GC converter work great! --TechRat 00:06, 14 July 2009 (UTC)
oh.... then i'll see if i can borrow one of my frinds wii guitars..if they still got one. what is a Ps2 to GC converter? Is it a adapter you plug into a gamecube controler plug and then plugin a ps2 controler/guitar to the adapter? if so mayby I'll just get one of them sounds cool! Here is an idea..but i don't know how well/easy it would be..you could devote a port (eg gc port 4) to a gamecube controler and the rest be for ppls ps2 guitars soz you can have a control mapping for gamecube controler on port 4 and the rest be for ps2 converters... but i don't thank i wiould be easy,soz just an idea Dtalley11 11:48, 14 July 2009 (UTC)
Maybe it works fine with for PS2->GC and analogue stick combined. If TechRat is willing to test I can send him a test version containing both. --Daid 12:52, 14 July 2009 (UTC)
Hay i finaly made it throu a song! it was defy the machine on mediom yay my guiturs was on fire...lol i am getting used of the controls whaiting for this 40mb downloadDtalley11 17:25, 14 July 2009 (UTC)

Included Songs

Just some feedback on the included songs.

Mary Jo feat. Tommi Inkila - Bang Bang, Mystery Man

I like this song... though through the first part it feels like you're playing the drums rather than the guitar. Thumbs up though.

Tommi Inkila - Defy The Machine

Thumbs up.

Tommi Inkila - This Week I've Been Mostly Playing Guitar

Good song, but wow, it has long stretches of pounding the same note over and over as fast as you can.... I guess it's just meant to be one of the more difficult songs (even on the Easy setting). Thumb partially up; it's worth keeping, but then again, there might be something better out there to replace it with....

Rusty Jaz MotorFuck - American Radio

Thumbs down. I vote for this one to be replaced.... It's short and... just doesn't sound good.

I don't have any suggestions for what to replace it with, but I bet some other people could make some good suggestions for some pack-in songs?

Also, I request that when new versions are released, there is a separate download for the one with the songs included and one without songs... because I'm on a slow 56k connection.... --Mr. Reaper 18:48, 13 July 2009 (UTC)

I agree, i think you should have a verson with no songs because i too have a 56k conection (to be tecnical its 28.8k but my modem is 56k) and that the Rusty Jaz MotorFuck - American Radio should be removed, it may make the download a magabyte or so smaller! Dtalley11 11:53, 14 July 2009 (UTC)
I pitty your slow connection. The reason why I didn't make a songless version this time because I aimed at about 10MB. And this way the songs are included in the HBB version. (0.1 had a songless, and that one poped up on the HBB) The included songs are free songs, for which I know that I can distribute without problems. I didn't make them, I only reduced quality a bit to make them smaller. --Daid 13:00, 14 July 2009 (UTC)
But I'm sure there are many other free songs available out there.... We just need someone (who is familiar with some good ones) to make some suggestions. --Mr. Reaper 17:31, 14 July 2009 (UTC)
Actualy, many songs don't contain any kind of license attached to it. In which case it falls under the default case of copyright. Meaning I cannot include it in my download. --Daid 08:21, 15 July 2009 (UTC)
All the songs on this site are supposed to be free to use: http://keyboardsonfire.net/ We just need someone to find out which ones are good and make some suggestions.... But I'm sure there must be something there that is better than "American Radio" --Mr. Reaper 23:36, 17 July 2009 (UTC)
Ug, after trying the song links on that site, it seems they don't actually work.... Well, there are free songs out there... just have to find out where. --Mr. Reaper 23:44, 17 July 2009 (UTC)
ya i guess 10mb is a good goal...since fof was about 30 mb and had the first 3 songs in gof. Dtalley11 14:51, 14 July 2009 (UTC)

We're Going You Can Use A Song I Made "We're Going" but you would have to chart it , it is 70 BPM except for a couple parts,m me if interested --Calthephenom 04:33, 6 August 2009 (UTC)

Song ending before end

(This is my first time writing at a talk page, so I might do something wrong) When I tried to play some songs I found here: [6], the songs "Slow Ride" and "Barracuda" (maybe more, but not all) ended before they were supposed to end (on Medium and Hard), and the game thought I cleared the song. The song continued to play in the menu. When I tried to play Slow Ride on Easy, the guitar.ogg went way out of sync a while before the song ended too early. Is this some sort of glitch? —Preceding unsigned comment added by JosJuice (talkcontribs) 21:07, 13 July 2009 (UTC)

Sometimes it doesn't 'reset' the all the tracks before playing, so sounds get out of sync and songs end early. I'm not sure what is causing it yet, going trough the difficulty menu before the loading hits 10% seems to trigger it quite often. I think it also happens more often with 'large' ogg files then smaller ones (I've reduced quality of all my songs to fit more of them on my SD card) (And the only thing you did wrong for a talk page is that you forgot to sign you post) --Daid 22:40, 13 July 2009 (UTC)

Precision Mode

Any chance of the implementation of a precision mode, i find the gap in which you can press the button too big for my liking because i used precision mode alot in GH3. Kaelonlloyd 23:30, 15 July 2009 (UTC)

Done for 1.0 --Daid 17:10, 17 July 2009 (UTC)


Hi. Great game! I would really like the option to play the songs as mono because my television does not support stereo sound. Mechaelvis 15:57, 19 July 2009 (UTC)

Wait... your TV only plays a single channel of sound? Sounds like a setup you might want to change. Anyhow, just use Audacity to change all your songs to mono of you need this. I think you're the last person on earth with a TV that doesn't accept stereo audio input. (I've seen a few that don't play back in stereo, but those mix the two channels to a mono sound) --Daid 17:27, 19 July 2009 (UTC)

GuitarsOnFire seems to crash after playing about 3 songs

Whenever I play about 3 songs, I get that black error screen with the white text giving me all these strains of numbers and letters (what else would a crash do). Is there a known issue with this for any reason? It's happened twice on me now. Teh JeY 21:47, 19 July 2009 (UTC)

Known issue, it has to do with the audio. But once every 3 songs sounds often. It seems to happen less often if you wait for the loading to reach 20% or more before you press the + button. (On the technical side, it's a multithreading problem, both the audio and the main thread mess with the same data, without locks) --Daid 22:45, 19 July 2009 (UTC)
Well, 3 is the average. It's crashed once before I start the first song, and it's crashed after 7 or 8 songs. It still crashes frequently, but the app is just that good otherwise, I'm still using it. Could you fix it in 1.0? Teh JeY 00:51, 21 July 2009 (UTC)
I'll try, but it only crashes once every ~50 songs here. --Daid 08:45, 21 July 2009 (UTC)
It's starting to get worse - I'm consistantly playing to find out when it crashes, but its pretty much random. Most often, right after it finishes loading a song. Teh JeY 18:17, 22 July 2009 (UTC)
Could you try this version? (It's not a perfect version, but it might fix the crashes) --Daid 19:45, 22 July 2009 (UTC)
That's interesting; a test version of GoF. Are there any differences between that and 0.8? It could fix other bugs as well, if it's more recent. Zeke50100 21:27, 22 July 2009 (UTC)
It has a few more changes. It contains a gray neck instead of red (makes red notes more visible, blue still needs work), a mutex in the audio (hopes to solve the crashes, but also causes song preview during loading to stutter) practice mode, a few display tweaks (mostly for more then 3 players) a flame animation in the background on menus so TVs don't switch between different widescreen modes. A slight tweak in the hammeron generation, and a classic controller change (up/down strumming). Saving settings. But remember that I didn't really test this version, I only gave it a quick go with 1 song to see it if started at all. --Daid 22:12, 22 July 2009 (UTC)
I tested this just for the Classic Controller support. Up-Down strumming works. Just need to move the green fret from the ZR button to the R button now. --Mr. Reaper 05:27, 23 July 2009 (UTC)
That version you released doesn't seem to work at all for me - I pick a song, and it just goes back to the song select list. Teh JeY 18:09, 23 July 2009 (UTC)
Put the stage files on your SD card, that helps. The test version doesn't include all the needed files. --Daid 23:06, 23 July 2009 (UTC)

Missing the first notes

Just found some song that start directly after loading (I mean have notes in very very beginning) and you can't hit this notes. Can you make something like 3/2/1 countdown or silenced intro before the real song starts to play? --Niner 12:11, 23 July 2009 (UTC)

I've noticed the same for a few songs, didn't really bother me that much. But if you go for 100% then you might be irritated by it. I'll see if I can do something about it. --Daid 15:01, 23 July 2009 (UTC)
Thanks, because it can bother you if you got the song wich starts immediatly with a note and then there is no notes, so you listen to silence before the first chorus and strumming comes(((( --Niner 08:34, 24 July 2009 (UTC)

Cry for help

That title should get peoples attention. I would like to get version 1.0 ready this week. As I want to add two features that I cannot test myself, I'm looking for some testers who don't fear testing a few broken versions. The features I would love to add are:

  • USB drive support. But I don't only any USB drives that work with the current libogc. Debugging USB is a bit beyond my capabilities. This shouldn't be to much test work I hope.
  • Wireless World Tour Drum support. I don't own drums, but that doesn't mean I cannot support them. But I need to have someone test a few versions before I have any chance of getting them to work right.

I'm looking for people that can help me testing those things. As I live in Europe, and I'm only online in the evening you'll have to match my timezone. If you think you can help me out here, then leave a message. --Daid 14:27, 27 July 2009 (UTC)

I'd be happy to test buggy versions for you. I am on a Wii 4.0U NTSC. I am not familiar with coding, but will happily give detailed feedback on crashes or screenshots and can follow instruction for trying to isolate bugs. Email me --> Midnightzak 23:04, 11 August 2009 (UTC)

Star Power/OverDrive

Can You Add Support For SP/OD For The Next Release —Preceding unsigned comment added by Calthephenom (talkcontribs) 04:35, 6 August 2009 (UTC)

GOF website

i have a wii customs site for RB, and i have a tut on my site, would you like to make my site You Rawk! the official Forum Of GoF? sign up and tell me what you are thinking umk? --Calthephenom 23:21, 12 August 2009 (UTC)

Everyone is free to make an GoF forum/fansite or whatever. But the official 'website' and place for support are here, on wiibrew. I simply don't have time to check anything else. Doesn't mean you cannot try to make a great community out of it. --Daid 23:28, 13 August 2009 (UTC)

i mean the official "forum",wiibrew is more for the advancement of the app itself and btw, i had an idea, a way to download songs from the wii itself, aka like HBB, just use xml and feedburner, and add a area to download songs "music store", like in RB Calthephenom 23:50, 13 August 2009 (UTC)

Download songs from the Wii itself should be possible to implement, there are just a few problems.
  • I don't have bandwidth for that kind of hosting. Could be solvable by using hosting sites like rapidshare, but then I need to learn GoF how to download :from those sites. Not impossible, but quite some work.
  • I don't have internet on my Wii (yet). So no way to work on any online capabilities.
On the positive side, I do have quite some experience with network programming. But I want to finish version 1.0 first. --Daid 13:45, 14 August 2009 (UTC)

i could host all files on my server, at calthephenom.info if you want i could set you up a ftp account on my dns Calthephenom 19:07, 14 August 2009 (UTC)

Online Play

i saw on a section farther down about online play, and i figured, i could give some suggestions

  • Add Support For Usernames And Passwords
  • Ability to send invites to players who are listed as "online" in a multiplayer mode
  • ability to accept or deny friend requests
  • ability for one person to fail out, instead of the group, as in RB
  • Add Support For Star Power/Overdrive

Custom menus

how do we make custom menus, like guitarsonfire, or mario?, i am hoping to implement the alarian mod into some of them 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. --Daid 14:28, 16 August 2009 (UTC)

download via wii

i am making a wordpress account, use can use the rss feed, and implement it in i am hosting the files on my own server Calthephenom 19:21, 15 August 2009 (UTC) oh and i forget to mention, you would need a(n) rar,zip un-archiver, you could use the HBB source code for it, try messaging tecnekal about it oh and last but not least - wordpress RSS Feed

GHWT Drum Support

Hi Daid, I have a GHWT Drumset and I will be happy to test out the drum support, just send me the game and some songs that have drum.ogg and I will test it out for you as soon as I can. Chaoboy 17:53, 16 August 2009 (UTC)

Perfect, how can I contact you? --Daid 21:51, 16 August 2009 (UTC)

You can email me at chaobrew@yahoo.com Chaoboy 02:40, 17 August 2009 (UTC)

I will also test out USB Drive support if you want me to. Chaoboy 02:58, 17 August 2009 (UTC)

Great, I'll mail you tomorrow with a version (and some instructions ;)) It won't be perfect drum support yet, but it should be playable if it works. I've also added 'usb drive support' as a setting in the settings menu. Maybe it works, maybe not. We'll see. --Daid 20:07, 18 August 2009 (UTC)


can you upload a zip of the makefile, and the programmers notepad save file to ur server, the source pack doesnt have either, and iam working on some mods

Read the readme_source.txt file. LoganA (talkcontribs) 19:04, 18 August 2009 (UTC)
Indeed, the readme_source tells you that I don't use Make. Everything I used to build GoF is in the archive, except for 1 thing. You'll also need this libogc patch: http://sourceforge.net/tracker/?func=detail&aid=2818250&group_id=114505&atid=668553 (Next release will include the patch, and chances are high that I also patched it for drum support) If you want to use a Makefile, then you could look in the "GuitarsOnFire.cbp" file (xml format) for all the files you need to include in the build. You need everything included in the "Release" target. I don't use any special defines/libraries or paths other then the defaults used by every piece of Wii software. Also, if you make a Makefile then I could include it in the next source release. --Daid 20:07, 18 August 2009 (UTC)

well you use Programmers Notepade to make it right? whenever i try to do a build it says "no make found" "no target found" Calthephenom 19:38, 19 August 2009 (UTC)

Reading that hard? I use http://www.codeblocks.org/ yes, it's not very easy to setup for the Wii, but once you have it it's damn easy to use. --Daid 20:52, 19 August 2009 (UTC)

i am definetly downloading that when i get to my dads Calthephenom 03:49, 20 August 2009 (UTC)

2 keyboards support

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)

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 -- Davyg 23:41, 17 August 2009 (UTC)

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! --Daid 20:07, 18 August 2009 (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. Davyg 19:44, 27 August 2009 (UTC)

How to use

thought i'd make a guide here --Calthephenom 01:45, 15 August 2009 (UTC)


python has been libbed over to the wii, could you try implemting the FOF mods with the new library 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. --Daid 20:52, 19 August 2009 (UTC)

could you try a make off the FofiX source? it includes a makefile Calthephenom 03:41, 20 August 2009 (UTC)

Drums and USB Support

Hi Daid, I tested the Drums and USB Support and I've got good news and bad news. Chaoboy 12:23, 21 August 2009 (UTC) (Note that this is about an experimental version that I mailed to Chaoboy, nobody else has this) --Daid 07:30, 24 August 2009 (UTC)


Problems When you are told to hit + when you are about to start a song, you actually have to hit -, not that it's a BIG problem.

This really isn't a problem, but you should be able to use the control stick to navigate through the menu rather than having to use the drum pads.

When you try to play the guitar part with drums there are when you have to hit three notes at a time.

What Works Everything works like it should excluding those three problems.

USB Drive support

Problems It doesn't work, even when I take the SD Card out, and yes, my USB Drive is FAT32

What Works Nothing

Other other things

There are two copies of each song, one works, but one is really bad. They go away after a while, but it's really annoying when it's there. This has happened to me in every version of GuitarsOnFire.

When you select a song, the game slows down until you play the song or when it loads to 100%. This has only happened to me in this version of GuitarsOnFire.

I will be happy to test again once you think you have fixed all of the problems. Chaoboy 12:23, 21 August 2009 (UTC)


That's excellent news. Drums work, that was my main concern. The slowdown till 100% loading is intentional, I use as much CPU power as possible to load the song from the disk, you didn't notice the slowdown before because it didn't have the fire background. And the song now skips during loading, this to fix a crash bug. I'll remove the song 'preview' for 1.0 and maybe improve it for a later release.
I'll change some of the button mappings for the drums (didn't know it has a joystick :D) and I'll make it so that you'll have to hit 2 of the 3 (or more) notes if you play a guitar track, that should make them playable.
USB support was a gamble, didn't work. To bad, didn't had too much hope for it... but that might mean that the problem does not lie with my harddisk but my implementation.
Not sure what is causing the 'two copies of each song'. It never happens to me, but doesn't mean it doesn't happen...
And once again, many thanks for testing :D --Daid 13:02, 21 August 2009 (UTC)
Chaoboy, I've emailed you a new version, if you are willing to test ofcourse ;) --Daid 09:57, 29 August 2009 (UTC)

The link you sent me is broken, and yes, I will test for you. Chaoboy 15:58, 29 August 2009 (UTC)

The server went down, not sure why yet. I'll let you know when it works again. --Daid 23:22, 29 August 2009 (UTC)
Ok, the server is back up. So the link should work again. --Daid 09:07, 30 August 2009 (UTC)

Random Crashing and Desynchs

Recently my copy of GoF has started randomly exiting to the homebrew channel when i select a stage or a song loads and at other times. Also songs that I have played without any lag, when played, the song and the notes will desynch, or the game will start playing two copies of the song one behind the other. I have created modded versions of the Guitars on Fire stage without editing the .lua only the pictures, and changed the contents of the gfx folder, and they are on my sd card, also it seems to worsen when i record the screen using a recorder recieving the wiis AV signal through y cables. Hopefully replacing my system files with the 1.0 release will fix it but i was wondering if you knew what was up. Pretz 17:22, 24 August 2009 (UTC)

There could be different issues. One is a crash with I know exists in 0.8. This test version might fix that (was posted here before, but not surprized that you didn't notice it) Otherwise, make sure the SD card is not corrupted (checkdisk under windows, or even a fresh format). I don't think the recorder could cause any crashes... the test version might also solve the desync --Daid 18:36, 24 August 2009 (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. 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.
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. --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. --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.
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 --Pretz 08:50, 25 August 2009 (UTC)
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.
A simple background would be:
TEX_BACKGROUND = loadTexture("background.png");

function draw()
    setPos(0, 0, -10, 0, 0, 0);
    drawTexture(TEX_BACKGROUND, 0, 0, 1, 1, 10, 10, 255);
(didn't check it, so it might be slightly off) --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. Pretz 10:20, 25 August 2009 (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).
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) --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...
Issue2-I had another issue but I solved this one myslef nevermind
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--Pretz 12:43, 25 August 2009 (UTC)
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. --Daid 23:54, 25 August 2009 (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. --Pretz 00:21, 26 August 2009 (UTC)
Yes, the streak counter will keep counting beyond 40. So you can do extra stuff on a 100 streak for example. --Daid 10:09, 26 August 2009 (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. --Pretz 19:07, 26 August 2009 (UTC)

(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.

			bgfire = (0 + bgfire + info[player].streak / 1000) * 255
			if (info[player].streak < 1) then
                                if miss < 1 then
                                        bgfire = (bgfire - 50)
                                        miss = 2

                        if (info[player].streak > 0) then
                                miss = 0

			if bgfire > 255 then bgfire = 255 end
			if bgfire < 0 then bgfire = 0 end

the variable bgfire is later used as the alpha for the graphic. And this runs for every player. --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. --Daid 21:28, 26 August 2009 (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? --Pretz 00:44, 27 August 2009 (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. --Daid 08:23, 27 August 2009 (UTC)
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?? --Pretz 15:14, 27 August 2009 (UTC)
You could make an array, like this:
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

                        if (info[player].streak > 0) then
                                miss = 0

			if bgfire[player] > 255 then bgfire[player] = 255 end
			if bgfire[player] < 0 then bgfire[player] = 0 end

--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..--Pretz 16:15, 27 August 2009 (UTC)

Japanse Guitar Hero III for the Wii does not accept green button.

Hello, I have a bug with my guitar that seems does not send the good data for the green button on the menu. 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. Strum down/up does works fine.

I am keen to understand why the green button does not work. 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. --Itomy 06:14, 4 September 2009 (UTC)

Stange, you could look at this topic: [7] there are quite a few glovepie scripts that work on newer guitars.
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)
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) --Daid 08:33, 4 September 2009 (UTC)

New Here

--Kobezbro 21:44, 8 September 2009 (UTC)

I downloaded Guitars on Fire from the homebrew browser and I was wondering....

how do I put songs on there? or can I get a proffesional homebrewer to make the files? 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.