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rock-band-3-deluxe's Introduction

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Downloads and install instructions have been moved to our brand new website!



Welcome to the Rock Band 3 Deluxe repository!

Below are instructions for building the game yourself.
Please visit our website if you're looking for downloads.



๐Ÿ“ฅ Downloads



๐Ÿ”จ Building (NOT standard download and install)

NOTE: This is for building the game, for developers and contributors.
If you're looking for downloads, please visit our website.

Installing Python (Required)

  • Head to the Python downloads, download and install Python (version 3.11 or later).
    • Select "Add python.exe to PATH" on the installer.

Python PATH

Initializing the Repo

  • Go to the Releases of this repo and download init_repo.py.
    • Make a new empty folder, put init_repo.py in the folder, and run it.
      • This will pull the repo for you and install all required dependencies. This will take some time.
      • You may have to run the script multiple times on Windows.

The folder should look something like this once it's done:

Repo Folder

โœ… The Rock Band 3 Deluxe repo is now set up!

From here, you can make any personal modifications to the game or build it yourself.

Windows *.bat files.

  • Navigate to scripts if you're on Windows.
    • Run the build_ script for your platform of choice to build Rock Band 3 Deluxe.
    • Built contents will be in the out folder on the root of the repo.

Manual

  • Navigate to the root of the repo in your shell of choice.

  • Run the following commands:

    • python3 dependencies/python/configure_build.py <platform>
    • dependencies/<os>/ninja
  • Built contents will be in the out folder on the root of the repo.

โœ… You have now built Rock Band 3 Deluxe!


๐ŸŽจ Custom Textures

Follow Building (Advanced) first in order to properly follow this guide.

  • Copy any .jpg, .png, or .bmp file to the appropriate place in \_ark\dx\custom_textures\***\.
  • Re-build the game!

โœ… Your custom textures have been converted and will show up ingame!


๐Ÿ–ฅ๏ธ Dependencies

Git for Windows - CLI application to allow auto updating Deluxe repo files

Dot Net 6.0 Runtime - Needed to run ArkHelper

Python - For user script functionality (NOTE: 3.9 or newer is highly recommended!)

Mackiloha - ArkHelper for building Deluxe - SuperFreq for building .bmp_xbox highway images

swap_rb_art_bytes.py - Python script for converting Xbox images to PS3

dtab - For serializing .dtb script files

RB3DXBuildPkgPS3 - For building an RB3DX PKG for PS3

rock-band-3-deluxe's People

Contributors

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rock-band-3-deluxe's Issues

Pad Mode in this DX?

There are gonna be Plans to add a Pad mode in this deluxe version?
(sorry if this its not good my english its not too good XD)

Faild to compile wii version

I just clone the repo and execute the _build_wii.bat

But it fails with the next error:
Executing file changes Unhandled exception. System.IO.FileNotFoundException: Could not find file 'C:\Todo\infotec\repos\wiirb3dx\_build\wii\main_wii_0.ark'. File name: 'C:\Todo\infotec\repos\wiirb3dx\_build\wii\main_wii_0.ark'

Implement proper hi-hat pedal mode

I'm hoping that this is possible!

The quick background: I'm using a real eDrum kit to play RB3 drums, but this would apply to the original drums as well.

From my searching on the Internet so far, at some point in time, some people were able to have the Hi-Hat pedal option actually change the note of the hi-hat from Yellow to Blue. However other people say this never worked, and it only applied in fills/practice mode. Apparently this changed in some patch but information is spotty and anecdotal at best. I can confirm that in my version, fully up-to-date and with RB3Deluxe, the hi-hat pedal mode does not change the actual function during charts, and either open or closed the hi-hat triggers Yellow.

It would be a huge QoL improvement to re-implement this: while the "Hi-hat pedal" option is enabled, the hi-hat triggers a Blue hit, rather than a Yellow hit.

Most people in my situation work around this by outputting different MIDI events from their drum head for open/closed, but unfortunately my kit just can't do that: I'm stuck with note+CC#4 at best. And the game does recognize this, because it works in fills/before the chart begins, but having this actually work in the chart would be amazing.

Autoplay Modifier doesnt disconnect from rock central

I autoplayed a song I mapped a venue track to (which currently has about a dozen other scores on it) and, even though saving was disabled, it still uploaded the bot's score to the leaderboards. The modifier should also disable connection to rock central servers alongside disabling saving and online play, if that's possible.

Animations not working on Xbox

Trying to enable animated textures doesn't work for me

After running enable_animations.bat
and setting these settings in init.dta:
image

This will happen:
image

The screenshot isn't great but basically all the gem textures look glitched af and the highway doesn't load.

Disable BREs loads easy chart

Using 3DX + 3E.
I'm getting a bug where whenever "Disable BREs" is enabled, the easy chart for a song is loaded when selecting expert. In game, the 'easy' and 'expert' options are treated the same. 'Medium' and 'hard' are unaffected.

Futhermore, this bug can only be reproduced when the modifier is enabled before gameplay. Enabling it during gameplay or during practice, then restarting doesn't seem to be affected.

_build_wii fails with System.ArgumentNullException: Value cannot be null. (Parameter 'path2')

Following the README instructions with the .NET SDK installed on Win 11 and ARK files copied into _build/wii/, _build_wii.bat fails on the arkhelper step:

"%~dp0dependencies/arkhelper" patchcreator -a "%~dp0\_ark" -o "%~dp0\_build\wii" "%~dp0\_build\wii\main_wii.hdr"

with:

Wrote hdr/ark files
Unhandled exception. System.ArgumentNullException: Value cannot be null. (Parameter 'path2')
   at System.IO.Path.Combine(String path1, String path2)
   at ArkHelper.Apps.PatchCreatorApp.Parse(PatchCreatorOptions op)
   at CommandLine.ParserResultExtensions.WithParsed[T](ParserResult`1 result, Action`1 action)
   at ArkHelper.Program.Main(String[] args)

Trying the same process on Ubuntu 20.04 with _build_wii.sh, it fails on the same step with the same message.

arkhelper is v1.1.2, dtab is v1.2, both exist only in the repo's dependencies on both systems.

>dependencies\arkhelper
arkhelper 1.1.2

>dependencies\dtab
dtab v1.2, by onyxite. Built on earlier work by xorloser, deimos, and maxton.

Contents of _build\wii after running _build_wii.bat:

C:\Users\...\Desktop\wii\rock-band-3-deluxe>dir _build\wii
 Volume in drive C is Local Disk
 Volume Serial Number is XXXX-XXXX

 Directory of C:\Users\...\Desktop\wii\rock-band-3-deluxe\_build\wii

08/25/2022  18:26    <DIR>          .
08/25/2022  18:25    <DIR>          ..
08/25/2022  18:26           654,369 main_wii.hdr
08/25/2022  18:00        22,353,239 main_wii_0.ark
08/25/2022  18:01         5,721,833 main_wii_1.ark
08/25/2022  18:26       176,819,493 main_wii_10.ark
08/25/2022  18:00        24,584,681 main_wii_2.ark
08/25/2022  18:00       266,057,007 main_wii_3.ark
08/25/2022  18:00       688,887,924 main_wii_4.ark
08/25/2022  17:59       107,950,925 main_wii_5.ark
08/25/2022  18:01       468,328,063 main_wii_6.ark
08/25/2022  18:00        22,352,016 main_wii_7.ark
08/25/2022  17:59     1,983,799,220 main_wii_8.ark
08/25/2022  17:57       300,667,016 main_wii_9.ark
08/25/2022  18:25                 0 PLACE_ARK_FILES_HERE.txt
08/25/2022  17:57             1,634 wiiprofile_memtest.dtb
              14 File(s)  4,068,177,420 bytes
               2 Dir(s)  658,788,769,792 bytes free

Confirmed there are no spaces in the working path.

is there a way to change the Menu Screen?

So,i recently updated RB3DX after a long time and theres a new menu screen that has a LOT fps issues,and i was wondering if there's a way to change to the other ones where your characters appears (since thos didnt gave me any fps issues)

New menu screen causes framerate drops

Pretty much what the title says - the current menu screen (which appears to be derived from the title screen) causes severe framerate drops that weren't there on the usual menu screens.

Crash on startup on latest RPCS3

So I was playing an older version of RB3DX, probably from early november, after updating RPCS3, with no issues. Then I update RB3DX to current, then I get a crash on startup, with a "The PS3 application has likely crashed, you can close it." on screen.

F {PPU[0x1000000] Thread (main_thread) [0x008ed15c]} VM: Access violation reading location 0x8 (unmapped memory)
RPCS3.log
RPCS3 log attached.

Game erases all records of customs with each boot

#62 Think this has something to do with the previous custom issue. Whenever I successfully play a custom song and/or create a setlist with said song(s) in it, the game will ignore the fact that I ever had it loaded into the system to begin with by erasing my star records or reading the song as (Unknown Song) the next time I boot the game up, so it's almost as if I deleted the song when I closed the game, then reinstalled it under a new name somehow.
Ass
Ass2

Missing background events for RBN 2.0 songs

I haven't extensively tested every RBN 2.0 song, but I've noticed the camera angle doesn't change at all with the ones I tried:

Amberian Dawn
-My Only Star
-Passing Bells
-Lost Soul

No Menu BGs breaks going into anything

When I select the no menu bgs modifier and then try going into quick play or select an RB3DX modifier everything but my band info disappears and I can't do anything

Game origin icons in the setlist

I got Rock Band 3 Deluxe running about a week ago on RPCS3 and noticed game origin icons on some songs like they are in RB3 Enhanced. Since then I set up RB3DX on a new windows installation with RPCS3 again, and the icons do not exist.

Was this ever a feature rolled into Rock Band 3 Deluxe?

freezing on 'manage songs'

hi there,
thank you for all the hard work. after building the game per the instructions for wii, i started it for the first time from usb loader gx. it started ok, asked me if i wanted to save on the SD card (i said yes), and then i went to manage songs, where it froze on the loading screen. i'm pretty sure i used the initializer correctly, could you offer any tips? thanks.

[Feature Request] Disable Touch Bar FX

It seems that 'Disable Whammy FX' only works on guitar/bass, but does nothing for the modulation done by the touch bar on keyboard. Is that something that is workable, or as I assume something that is beyond the bounds of what the mod can tweak?

Latest version with merged Pro Charts crash game on song load (RPCS3)

Loading in the latest version of RB3DX via RPCS3 and selecting certain songs with Pro charts cause the game to crash. Tried with 2112 and Green Day songs and RPCS3 spits out a "The PS3 application has likely crashed RPCS3" error. This happens every time the song is loaded.

I have reinitialized the repo to get a cleaner installation and it seems to happen regardless, and it happened to someone else with a similar installation.

Game crashes on arenas and festivals after custom song finishes when all four main players are connected (RPCS3)

Whenever I try to do anything with all four players connected (bass, drums, guitar, and vox), specifically with anything that could remotely pass as a custom song (actual customs, decensors, 2x bass versions) the game crashes as soon as it starts getting to the results screen (yet it hasn't done so just yet for the RB4 stuff from C0Assassin). In some cases it has even crashed somewhere in the middle. I have tested this with and without autoplay, even making a setlist and still get the same results. It seems to work just fine in the clubs (both small and big) and music videos with that many people and in any venue with 1-3 players (not a full band). As soon as I add that fourth player, pick an arena or festival, and play a custom though (doesn't matter if it's by itself or part of a setlist), it bugs at the results. I have an image attached below with what I keep getting.

Sad

TL;DR: RB3DX no likey full band customs for big shows

_init_repo.sh (for Linux) doesn't work at all because it's missing a shebang (and other issues)

The _init_repo.sh doesn't start off with the usual "#!/bin/bash" so it wasn't able to run.
Adding it as the first line made it at least successfully create the .git folder and pull the main branch.

The second problem is _init_repo.sh is looking for "_build_ps3.sh" and "_build_xbox.sh" which do not exist, they're .bat files.

I'm willing to take a shot at rewriting these to .sh because they don't seem to be very long and even with what little experience I have, they just seem to do the following:

  • Pull main branch
  • Move the PS3/X360 files (whichever aren't needed) to a temporary location
  • Build the ark using dir2ark, if there's an error: tell the user the ark build failed
  • Move the PS3/X360 files (whichever weren't needed) back
  • Successful ark build message A, failed ark build message B

As long as dir2ark works on Linux, I think I should be able to do this.

Unlock All

Hi!
Its the first time that i comment here and i havent seen anyone asking about this but,its there a wait to unlock all clothing/cosmetics in Rb3dx like you can rb3enhanced? because as far i seen its pretty tedious since some of the unlock requirements are with a band or being online.

Thanks In Advance!

Question: RBHP Support

I was watching one of the YouTube videos for this project ( https://youtu.be/0zvLYKWUJ68 ) and It mentioned specific support for Rock Band Harmonies Project. I was wondering where I could find more information about this affects the install process.

Thanks for your hard work on this!

More info about custom song sources

Is there any kind of documentation available regarding (custom song) sources? For example, a listing of all possibilities like

  • rb2_dlc
  • rb3_dlc
  • ugc_plus
  • rb1
  • rb1_dlc

I thought it would've been very self-explanatory and I could figure it out manually, but the official song sources seem to overrule anything I put in a songs.dta.
Some of my songs ended up in the correct official sources, but others did not, ranging from RBN songs ending up in Custom Songs and "Pearl Jam: Rock Band" apparently being a thing.

A Public Apology - Please Read @jnackmclain

(blows into mic) Is this thing on? ...Okay, um... I didn't know where to post this, so if I'm posting in exactly the wrong place, I'm sorry. Before you click away, hear me out.

I deeply regret the way our conversation on Discord soured earlier this morning. I was tired and not feeling well, and after re-evaluating the situation, I can now see that my frustration was compounded by other users in my server - not just you, @jnackmclain. You were giving me legitimate questions, and I was not responding properly. As a Christian, it should have been my responsibility to try and work something out without lashing out, but my judgement was impaired, and thus I made the wrong decisions.

Therefore, let me try to fill you in on what the Rock Band Customs Project is all about. If you still don't want to work with me after this, then that's fine; at least I will have cleared my conscience. If I am able to convince you that my project is worthy enough, then perhaps we can converse on Discord about enhancing my project.

Ah, where to begin... I guess by trying to answer your initial questions.

The Rock Band Customs Project is intended to be a collaborative effort to create a better homebrew community around the popular Rock Band series, including developers, homebrew musicians, and writers. I had been on the likes of Rhythm Gaming World/Customs Creators Collective (which I cut off from the project last year due to never resolving issues I had with them - I called this the "C3 Purge") and Rock Band ScoreHero, but their guides for their software were either old or hard to find (sometimes the software was hard to find!), and I found it unreliable for long-time use. Therefore, I started the project with the hopes of unifying this software and writing detailed guides on how to use them properly.

Since then, I've actually garnered the interest of several homebrew developers, and that got me thinking - why not just move already-existing repos of software and have developers work on them? That's why I also have the RawkSD repo and the old Rock Band Harmony Project files (originally forked and uploaded by StackOverflow0x on Rhythm Gaming World).

I honestly had no initial plans for my fork of your project; I just thought it looked cool. I might have developed my own version of Rock Band 3 Deluxe for RBCP, but to be fair, you were probably right in thinking it would just sit in my project's group collecting dust, especially since my GitLab group consists of THREE MEMBERS currently, of which I am the only active member.

Therefore, I would appreciate any help I can get in enhancing my project with better guides, software, and such. It's all on GitLab, as I have no intention on moving the project to GitHub, but you're welcome to look at it. https://gitlab.com/rock-band-customs

I also have a GitLab-flavored website that is worth checking out, if you want to know even more. It's currently undergoing maintenance, as some elements still don't look right, but it's something I'm proud of (because I designed the whole site). https://rock-band-customs.gitlab.io

Finally, I also have a GBAtemp group that is worth checking out. It hasn't gotten much attention yet, but it exists in the hopes for reaching out to more hackers. https://gbatemp.net/group/the-rock-band-customs-project.109/info

(huff) So... that's it in a nutshell. If you decide to reach out to me, you're most likely to find me on Discord, so DM me there. If not... well, so be it. Thanks for reading this wall of text. I'm hoping we can resolve our differences, now that I've explained myself better.

Local multiplayer with Gamepad on Base Version ?

Normally, I am playing this game with 1 or 2 more people using "Pad is Guitar" build. Since that build is not getting new update anymore, I wank to ask some questions. Is the "Base version" build support more than 1 gamepad? Because when using "Pad is Guitar" build, we just use 3 gamepad for playing multiplayer. Thanks.

RPCS3 - RB3DX w/keys causes .rap error on boot

I can install the base mod fine (UP8802-BLUS30463_00-RB3DXNITE1F6286A.pkg) and the game will boot.

As soon as I put the mod that contains the keys fixes (UP8802-BLUS30463_00-RB3DXKEYS1F6286A.pkg), I will get an error about an invalid or missing .rap file.

Am I missing something?

Keys version crashes on RPCS3 since refactoring merge

I downloaded the latest keys version from the actions build an also built it locally, and they both crash while RB3 shows the "Loading new downloaded content" progress bar.

If I use the package from action #400 (https://github.com/hmxmilohax/rock-band-3-deluxe/actions/runs/4030283273) or build the keys version from that commit locally, the game runs normally.

It also works if I remove all my DLC. I only have Rock Band and Guitar Hero Exports I downloaded from the songs spreadsheet (https://docs.google.com/spreadsheets/d/1-3lo2ASxM-3yVr_JH14F7-Lc1v2_FcS5Rv_yDCANEmk/edit#gid=0)

Error from enable_keys user script

Running enable_keys.py exits with an error due to a problem cloning to a non-empty directory. Full log below.

C:\Users\Matt.git\user_scripts>enable_keys.py
Downloading/enabling additional rb3_plus song data, this may take some time.
C:\Users\Matt.git
Traceback (most recent call last):
File "C:\Users\Matt.git\dependencies\dev_scripts\add_rb3_plus_pro_strings.py", line 23, in add_strings
repo = git.Repo.clone_from("https://github.com/rjkiv/rb3_plus.git", rb3_plus_path, branch="main")
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
File "C:\Users\Matt\AppData\Local\Programs\Python\Python311\Lib\site-packages\git\repo\base.py", line 1308, in clone_from
return cls._clone(
^^^^^^^^^^^
File "C:\Users\Matt\AppData\Local\Programs\Python\Python311\Lib\site-packages\git\repo\base.py", line 1219, in _clone
finalize_process(proc, stderr=stderr)
File "C:\Users\Matt\AppData\Local\Programs\Python\Python311\Lib\site-packages\git\util.py", line 419, in finalize_process
proc.wait(**kwargs)
File "C:\Users\Matt\AppData\Local\Programs\Python\Python311\Lib\site-packages\git\cmd.py", line 604, in wait
raise GitCommandError(remove_password_if_present(self.args), status, errstr)
git.exc.GitCommandError: Cmd('git') failed due to: exit code(128)
cmdline: git clone -v --branch=main -- https://github.com/rjkiv/rb3_plus.git C:\Users\Matt.git\rb3_plus
stderr: 'fatal: destination path 'C:\Users\Matt.git\rb3_plus' already exists and is not an empty directory.
'

During handling of the above exception, another exception occurred:

Traceback (most recent call last):
File "C:\Users\Matt.git\dependencies\dev_scripts\add_rb3_plus_keys.py", line 20, in
add_strings()
File "C:\Users\Matt.git\dependencies\dev_scripts\add_rb3_plus_pro_strings.py", line 27, in add_strings
origin.pull()
File "C:\Users\Matt\AppData\Local\Programs\Python\Python311\Lib\site-packages\git\remote.py", line 1045, in pull
res = self._get_fetch_info_from_stderr(proc, progress, kill_after_timeout=kill_after_timeout)
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
File "C:\Users\Matt\AppData\Local\Programs\Python\Python311\Lib\site-packages\git\remote.py", line 848, in _get_fetch_info_from_stderr
proc.wait(stderr=stderr_text)
File "C:\Users\Matt\AppData\Local\Programs\Python\Python311\Lib\site-packages\git\cmd.py", line 604, in wait
raise GitCommandError(remove_password_if_present(self.args), status, errstr)
git.exc.GitCommandError: Cmd('git') failed due to: exit code(128)
cmdline: git pull -v -- origin
stderr: 'fatal: refusing to merge unrelated histories'

RB3DX and RPCS3 Install Issue

Regardless of installing the DX pack via git or the Actions zip, neither would work as intended. Downloaded correctly either way, though when extracting to dev_hdd0\disc\BLUS30463\PS3_Game, and merge the USRDIR and misc files together, the RB3 entry in the game list would disappear.

Due to this I attempted to just extract it in different ways: gen folder only, extract DX into an empty folder. I assumed these would be completely wrong, but just in case either might work (for some reason or another).

When installing into PS3_Game like at first and manually choosing the folder to boot game from, it booted into RB3, but vanilla and without the DX's additions/changes. When I tried playing any song and it got to the cutscene, it crashed and gave this message in emu logs:

F {PPU[0x1000000] Thread (main_thread) [0x0017ca34]} VM: Access violation reading location 0x4 (unmapped memory) E SYS: Stat: '_sys_lwmutex_lock' failed with 0x80010005 : CELL_ESRCH [x31] E SIG: Thread [rsx::thread] is too sleepy. Waiting for it 25147.635ยตs already! E SIG: Thread [rsx::thread] is too sleepy. Waiting for it 48988.497ยตs already! E SIG: Thread [rsx::thread] is too sleepy. Waiting for it 96667.692ยตs already!

RPCS3 Version: 0.0.23-13956-086afbba Alpha | master

Any help would be appreciated.

Rock Band drums are recognized as Pro Guitar on PS3

I have a PS3 with Rebug 4.82.4 D-REX and Band Hero Drum Controller
With RB3DX installed, the drums are recognized as Pro Guitar, so you can choose a pro guitar or pro bass track. But if I uninstall RB3DX by applying official 1.05 patch, everything works as expected

Exceeding the 3000 song limit

Hi there,
I'm using RB3DX on a HEN PS3 and I've exceeded the vanilla game's built in 3000 song limit. I've found that, while the game and all of the songs seem to work, I cannot add reviews for over 3000 songs. For example, I'm at 3294 songs, and when I rate all the songs and restart the game it'll say there are 294 with no review. Is this a known issue and if so is it possible for it to be fixed?

Thanks and great work on the project!

.py still closes

So,i have installed every necesary program to make the build but still closes immediately,and i tried opening the .bat to see if it works but i get this error

Traceback (most recent call last):
File "H:\RB3DX\user_scripts../dependencies/dev_scripts\pull_repo.py", line 4, in
import git
ModuleNotFoundError: No module named 'git'

During handling of the above exception, another exception occurred:

Traceback (most recent call last):
File "H:\RB3DX\user_scripts\build_ps3.py", line 4, in
from build_ark import build_patch_ark
File "H:\RB3DX\user_scripts../dependencies/dev_scripts\build_ark.py", line 7, in
from add_rb3_plus_pro_strings import add_strings
File "H:\RB3DX\user_scripts../dependencies/dev_scripts\add_rb3_plus_pro_strings.py", line 3, in
from pull_repo import pull_repo
File "H:\RB3DX\user_scripts../dependencies/dev_scripts\pull_repo.py", line 7, in
subprocess.run(cmd_install)
NameError: name 'subprocess' is not defined

Harmony microphone input support?

When playing RB3 (or DX) using RPCS3 or Xenia, microphone support is incomplete, apparently for different reasons. RPCS3 supports lead vocals but not harmonies due to apparent audio i/o problems in the emulator. Xenia does not appear to support microphone passthru at all, at this time.

See this thread on RPCS3, which documents the issue (especially the post by Readek, 5/19):
RPCS3/rpcs3#8209

These appear to be very low priorities for the respective emulator project devs since only a handful of games support multiple microphone inputs; however, to RB3DX users, this is a major playability feature of the game.

Is it possible to patch RB3DX to correctly recognize enumerated audio i/o captures for multiple, simultaneous microphones? Alternatively, could a developer on the DX team make suggestions to the RPCS3 community on how the game sees audio i/o in order to make harmonies playable?

Animated notes freeze the game

If after playing a song you place animated notes, the game will freeze at the beginning of the next song. If you place them before playing anything, nothing happens.

Build scripts broken

Updated repo to current, and build results in the following errors (similar for PS3 build):

C:\Users\Matt.git\user_scripts>build_xbox.py
Traceback (most recent call last):
File "C:\Users\Matt.git\user_scripts../dependencies/dev_scripts\download_mackiloha.py", line 7, in
import requests
ModuleNotFoundError: No module named 'requests'

During handling of the above exception, another exception occurred:

Traceback (most recent call last):
File "C:\Users\Matt.git\user_scripts\build_xbox.py", line 4, in
from download_mackiloha import download_mackiloha
File "C:\Users\Matt.git\user_scripts../dependencies/dev_scripts\download_mackiloha.py", line 9, in
subprocess.check_call(["python", "-m", "pip", "install", "requests"])
^^^^^^^^^^
NameError: name 'subprocess' is not defined

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