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PostPosted: 2013-01-23, 6:58:56 

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Joined: 2013-01-22, 13:42:04
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Location: Toronto, Canada
I used this script to help build my first pack (Toki). Basically it automates most of the process, I run the script once, and listen to the results / review the log it creates. Anywhere the log warns me about the auto-detected loop, or if when listening there is a problem with a loop or length, I take a look at the auto-rendered WAV files add individual length/loop entries to the script and start again. After doing this once or twice I have a finished set of vgz files, which I just need to tag etc.

Requires Python 3.2, directions are in the file.

Edit: Revised scripts for each rip I've done, in case anybody wants a look.

https://dl.dropbox.com/u/883356/auto_vgm_build_toki.py
https://dl.dropbox.com/u/883356/auto_vg ... strider.py
https://dl.dropbox.com/u/883356/auto_vg ... lktiger.py


Last edited by rainwarrior on 2013-02-06, 8:26:52, edited 3 times in total.

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PostPosted: 2013-01-24, 16:43:36 

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Joined: 2012-09-29, 11:45:48
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This certainly looks interesting. :o I might see if I could adapt this for some easy sets I have. Thanks for sharing!

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Last edited by MaliceX on 2013-01-24, 16:43:49, edited 1 time in total.

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PostPosted: 2013-01-24, 22:42:25 

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Joined: 2012-04-22, 4:03:45
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I'll also take a look and see if I can adapt this to be more general and C++ :)


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PostPosted: 2013-01-25, 2:07:25 

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Hm, not sure what advantage rewriting it in C++ would have, but as far as generality, all the stuff that's game specific is basically a couple of lists and directories defined at the top of the file. Everything below that should be generic.


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PostPosted: 2013-01-25, 7:24:07 

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rainwarrior wrote:
Hm, not sure what advantage rewriting it in C++ would have...


Portable to platforms to compile as native executables without the need of Python, of course.


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