├── C3 Tools.sln ├── C3 Tools ├── AdvancedArtConverter.cs ├── AdvancedArtConverter.designer.cs ├── AdvancedArtConverter.resx ├── AudioAnalyzer.Designer.cs ├── AudioAnalyzer.cs ├── AudioAnalyzer.resx ├── BatchExtractor.Designer.cs ├── BatchExtractor.cs ├── BatchExtractor.resx ├── BatchRenamer.Designer.cs ├── BatchRenamer.cs ├── BatchRenamer.resx ├── C3 Tools.csproj ├── C3 Tools.csproj.DotSettings ├── C3 Tools.csproj.user ├── C3 Tools.sln ├── C3 Tools_TemporaryKey.pfx ├── CONCreator.Designer.cs ├── CONCreator.cs ├── CONCreator.resx ├── CONExplorer.Designer.cs ├── CONExplorer.cs ├── CONExplorer.resx ├── CreateExcelFile.cs ├── DTAEditor.resx ├── DTAParser.cs ├── DevComponents.DotNetBar2.dll ├── DifficultySelector.Designer.cs ├── DifficultySelector.cs ├── DifficultySelector.resx ├── DriveSelector.Designer.cs ├── DriveSelector.cs ├── DriveSelector.resx ├── EventManager.Designer.cs ├── EventManager.cs ├── EventManager.resx ├── EventManagerEditor.Designer.cs ├── EventManagerEditor.cs ├── EventManagerEditor.resx ├── FileIndexer.Designer.cs ├── FileIndexer.cs ├── FileIndexer.resx ├── HelpForm.Designer.cs ├── HelpForm.cs ├── HelpForm.resx ├── ImageHeaders.cs ├── LogViewer.Designer.cs ├── LogViewer.cs ├── LogViewer.resx ├── MIDIAnalyzer.Designer.cs ├── MIDIAnalyzer.cs ├── MIDIAnalyzer.resx ├── MIDICleaner.Designer.cs ├── MIDICleaner.cs ├── MIDICleaner.resx ├── MIDISelector.Designer.cs ├── MIDISelector.cs ├── MIDISelector.resx ├── MainForm.Designer.cs ├── MainForm.cs ├── MainForm.resx ├── MiloTools.cs ├── MoggSplitter.cs ├── NemoTools.cs ├── OpenFileOrFolderDialog.cs ├── PS3Converter.Designer.cs ├── PS3Converter.cs ├── PS3Converter.resx ├── PS3Scanner.Designer.cs ├── PS3Scanner.cs ├── PS3Scanner.resx ├── PackCreator.Designer.cs ├── PackCreator.cs ├── PackCreator.resx ├── PasswordUnlocker.Designer.cs ├── PasswordUnlocker.cs ├── PasswordUnlocker.resx ├── PhaseShiftConverter.Designer.cs ├── PhaseShiftConverter.cs ├── PhaseShiftConverter.resx ├── ProUpgradeBundler.Designer.cs ├── ProUpgradeBundler.cs ├── ProUpgradeBundler.resx ├── Program.cs ├── Properties │ ├── AssemblyInfo.cs │ ├── Resources.Designer.cs │ ├── Resources.resx │ ├── Settings.Designer.cs │ └── Settings.settings ├── QuickDTAEditor.cs ├── QuickDTAEditor.designer.cs ├── QuickDTAEditor.resx ├── QuickPackEditor.cs ├── QuickPackEditor.designer.cs ├── QuickPackEditor.resx ├── RBAConverter.Designer.cs ├── RBAConverter.cs ├── RBAConverter.resx ├── Resources │ ├── RB1.png │ ├── RB2.png │ ├── RB3.png │ ├── Thumbs.db │ ├── XK0.bin │ ├── XK1.bin │ ├── XK2.bin │ ├── XK3.bin │ ├── XK4.bin │ ├── XK5.bin │ ├── XK6.bin │ ├── bg3.jpg │ ├── c3banner.png │ ├── down1.png │ ├── drag-drop.png │ ├── dragdropfiles1.jpg │ ├── dragdropfolder2.jpg │ ├── help1.png │ ├── icon_blitz.png │ ├── icon_rb3.png │ ├── icon_rb4.png │ ├── loading-blue.gif │ ├── moveall.png │ ├── mute.png │ ├── pinned.png │ ├── plus3.png │ ├── random.png │ ├── unmute.png │ ├── unpinned.png │ ├── up1.png │ └── working.gif ├── SMDialog.cs ├── SMDialog.designer.cs ├── SMDialog.resx ├── SaveFileImageEditor.Designer.cs ├── SaveFileImageEditor.cs ├── SaveFileImageEditor.resx ├── SetlistDetails.Designer.cs ├── SetlistDetails.cs ├── SetlistDetails.resx ├── SetlistExporter.Designer.cs ├── SetlistExporter.cs ├── SetlistExporter.resx ├── SetlistManager.Designer.cs ├── SetlistManager.cs ├── SetlistManager.resx ├── ThemeSelector.Designer.cs ├── ThemeSelector.cs ├── ThemeSelector.resx ├── Thumbs.db ├── USBnator.Designer.cs ├── USBnator.cs ├── USBnator.resx ├── Updater.Designer.cs ├── Updater.cs ├── Updater.resx ├── VideoPreparer.Designer.cs ├── VideoPreparer.cs ├── VideoPreparer.resx ├── Visualizer.Designer.cs ├── Visualizer.cs ├── Visualizer.resx ├── Volume.cs ├── Volume.designer.cs ├── Volume.resx ├── WiiConverter.cs ├── WiiConverter.designer.cs ├── WiiConverter.resx ├── app.config ├── bin │ └── Debug │ │ ├── Bass.Net.dll │ │ ├── C3CONTools.exe.config │ │ ├── C3CONTools.vshost.application │ │ ├── C3CONTools.vshost.exe │ │ ├── C3CONTools.vshost.exe.config │ │ ├── C3CONTools.vshost.exe.manifest │ │ ├── DevComponents.DotNetBar2.dll │ │ ├── DocumentFormat.OpenXml.dll │ │ ├── IPAddressControlLib.dll │ │ ├── NAudio.dll │ │ ├── PDFLibNet.dll │ │ ├── PdfFileWriter.dll │ │ ├── System.Net.FtpClient.dll │ │ ├── Thumbs.db │ │ ├── bass.dll │ │ ├── bass_fx.dll │ │ ├── bassenc.dll │ │ ├── bassmix.dll │ │ ├── bin │ │ ├── 7z.dll │ │ ├── 7z.exe │ │ ├── Bass.Net.dll │ │ ├── DevComponents.DotNetBar2.dll │ │ ├── DevIL.dll │ │ ├── DocumentFormat.OpenXml.dll │ │ ├── ILU.dll │ │ ├── IPAddressControlLib.dll │ │ ├── KV.bin │ │ ├── NAudio.dll │ │ ├── PDFLibNet.dll │ │ ├── PdfFileWriter.dll │ │ ├── Rar.exe │ │ ├── System.Net.FtpClient.dll │ │ ├── authors │ │ ├── bass.dll │ │ ├── bass_fx.dll │ │ ├── bassenc.dll │ │ ├── bassmix.dll │ │ ├── cudart32_30_14.dll │ │ ├── cyggcc_s-1.dll │ │ ├── cygpng15-15.dll │ │ ├── cygwin1.dll │ │ ├── cygz.dll │ │ ├── dummy.milo_wii │ │ ├── headers │ │ │ ├── BLITZ_1024x1024_DXT5.header │ │ │ ├── BLITZ_256x256_DXT5.header │ │ │ ├── BLITZ_512x32_DXT1.header │ │ │ ├── BLITZ_512x32_DXT5.header │ │ │ ├── BLITZ_512x512_DXT1.header │ │ │ ├── DC3_1024x512_DXT1.header │ │ │ ├── DC3_128x128_DXT5.header │ │ │ ├── DC3_128x64_DXT5.header │ │ │ ├── DC3_256x512_DXT5.header │ │ │ ├── DC3_512x128_DXT5.header │ │ │ ├── DC3_512x512_DXT5.header │ │ │ ├── DC3_64x64_DXT1.header │ │ │ ├── GH2_1024x1024_DXT5.header │ │ │ ├── GH2_1024x1024_NORMAL.header │ │ │ ├── GH2_1024x256_DXT1.header │ │ │ ├── GH2_1024x256_DXT5.header │ │ │ ├── GH2_1024x32_DXT1.header │ │ │ ├── GH2_1024x512_DXT1.header │ │ │ ├── GH2_1024x512_DXT5_NOMIP.header │ │ │ ├── GH2_1024x512_NORMAL.header │ │ │ ├── GH2_128x128_DXT5_NOMIP.header │ │ │ ├── GH2_128x32_DXT5.header │ │ │ ├── GH2_128x512_DXT5.header │ │ │ ├── GH2_128x64_DXT1.header │ │ │ ├── GH2_128x64_NORMAL.header │ │ │ ├── GH2_16x128_DXT5.header │ │ │ ├── GH2_16x16_DXT5_NOMIP.header │ │ │ ├── GH2_16x32_DXT5.header │ │ │ ├── GH2_2048x2048_DXT1.header │ │ │ ├── GH2_256x1024_DXT5.header │ │ │ ├── GH2_256x256_NORMAL.header │ │ │ ├── GH2_256x32_DXT5.header │ │ │ ├── GH2_256x512_NORMAL.header │ │ │ ├── GH2_256x64_DXT1.header │ │ │ ├── GH2_32x128_DXT5.header │ │ │ ├── GH2_32x32_DXT1.header │ │ │ ├── GH2_32x32_DXT5.header │ │ │ ├── GH2_32x64_DXT5.header │ │ │ ├── GH2_512x1024_DXT5_NOMIP.header │ │ │ ├── GH2_512x128_DXT1.header │ │ │ ├── GH2_512x128_DXT5.header │ │ │ ├── GH2_512x128_DXT5_B.header │ │ │ ├── GH2_512x256_DXT1.header │ │ │ ├── GH2_512x256_DXT5_NOMIP.header │ │ │ ├── GH2_512x256_NORMAL.header │ │ │ ├── GH2_512x512_NORMAL.header │ │ │ ├── GH2_512x64_DXT1.header │ │ │ ├── GH2_512x8_DXT1.header │ │ │ ├── GH2_64x128_DXT1.header │ │ │ ├── GH2_64x16_DXT5.header │ │ │ ├── GH2_64x256_DXT1.header │ │ │ ├── GH2_64x32_DXT5.header │ │ │ ├── GH2_64x64_DXT5_NOMIP.header │ │ │ ├── GH_32x16_DXT5.header │ │ │ ├── LEGO_1024x1024_DXT1_NOMIP.header │ │ │ ├── LEGO_1024x1024_DXT5_NOMIP.header │ │ │ ├── LEGO_1024x1024_DXT5_NOMIP_B.header │ │ │ ├── LEGO_1024x512_DXT5.header │ │ │ ├── LEGO_1024x512_DXT5_B.header │ │ │ ├── LEGO_128x128_DXT1.header │ │ │ ├── LEGO_128x128_DXT5.header │ │ │ ├── LEGO_128x256_DXT1.header │ │ │ ├── LEGO_128x64_DXT5.header │ │ │ ├── LEGO_256x256_DXT5.header │ │ │ ├── LEGO_256x256_DXT5_NOMIP.header │ │ │ ├── LEGO_512x1024_DXT1.header │ │ │ ├── LEGO_512x256_DXT5.header │ │ │ ├── LEGO_512x512_DXT1.header │ │ │ ├── LEGO_512x512_DXT5.header │ │ │ ├── LEGO_512x512_DXT5_NOMIP.header │ │ │ ├── LEGO_512x64_DXT5_NOMIP.header │ │ │ ├── LEGO_64x512_DXT5.header │ │ │ ├── LEGO_64x64_DXT1.header │ │ │ ├── LEGO_64x64_DXT1_B.header │ │ │ ├── NEMO_1024x1024_DXT5.header │ │ │ ├── NEMO_2048x2048_DXT5.header │ │ │ ├── RB3_1024x128_DXT5.header │ │ │ ├── RB3_1024x512_DXT5.header │ │ │ ├── RB3_128x128_DXT1.header │ │ │ ├── RB3_128x128_DXT5.header │ │ │ ├── RB3_128x128_NORMAL.header │ │ │ ├── RB3_128x256_DXT5.header │ │ │ ├── RB3_128x64_DXT5.header │ │ │ ├── RB3_256x128_DXT1.header │ │ │ ├── RB3_256x128_DXT5.header │ │ │ ├── RB3_256x256_DXT1.header │ │ │ ├── RB3_256x256_DXT5.header │ │ │ ├── RB3_256x256_DXT5_NOMIP.header │ │ │ ├── RB3_256x512_DXT5.header │ │ │ ├── RB3_256x512_DXT5_NOMIP.header │ │ │ ├── RB3_256x64_DXT5.header │ │ │ ├── RB3_32x256_DXT5.header │ │ │ ├── RB3_512x256_DXT5.header │ │ │ ├── RB3_512x512_DXT1.header │ │ │ ├── RB3_512x512_DXT5.header │ │ │ ├── RB3_64x256_DXT5.header │ │ │ ├── RB3_64x64_DXT5.header │ │ │ ├── RB3_64x64_DXT5_BW.header │ │ │ ├── TBRB_1024x256_DXT1.header │ │ │ ├── TBRB_1024x256_DXT5.header │ │ │ ├── TBRB_1024x512_DXT1.header │ │ │ ├── TBRB_1024x512_DXT5.header │ │ │ ├── TBRB_2048x1024_DXT5.header │ │ │ ├── TBRB_512x512_DXT1.header │ │ │ ├── TBRB_512x512_DXT5.header │ │ │ └── _README.txt │ │ ├── help │ │ │ ├── aa │ │ │ ├── aac │ │ │ ├── about │ │ │ ├── em │ │ │ ├── fi │ │ │ ├── ma │ │ │ ├── mc │ │ │ ├── pc │ │ │ ├── ps3 │ │ │ ├── psc │ │ │ ├── pub │ │ │ ├── qde │ │ │ ├── qpe │ │ │ ├── rba │ │ │ ├── sfie │ │ │ ├── si │ │ │ ├── sm │ │ │ ├── usb │ │ │ ├── vi │ │ │ ├── vp │ │ │ └── wii │ │ ├── jpeg62.dll │ │ ├── klic.txt │ │ ├── libgcc_s_dw2-1.dll │ │ ├── libpng12.dll │ │ ├── libtiff3.dll │ │ ├── make_npdata.exe │ │ ├── midishrink.exe │ │ ├── mogg_header │ │ ├── nemoedat.exe │ │ ├── nvcompress.exe │ │ ├── nvdecompress.exe │ │ ├── nvtt.dll │ │ ├── oggenc2.exe │ │ ├── ps3.ip │ │ ├── raps │ │ │ ├── ntsc.rap │ │ │ └── pal.rap │ │ ├── rb3dta │ │ ├── rebuilder.exe │ │ ├── songs_acdc │ │ ├── songs_blitz │ │ ├── songs_gdrb │ │ ├── songs_lego │ │ ├── songs_rb1 │ │ ├── songs_rb2 │ │ ├── songs_rb3 │ │ ├── songs_rb4 │ │ ├── songs_rb4_amzn │ │ ├── songs_rb4_pre │ │ ├── songs_rb4_psp │ │ ├── songs_rb4_xone │ │ ├── sox.exe │ │ ├── template.dta │ │ ├── tool │ │ │ ├── core.cfg │ │ │ ├── core.jar │ │ │ └── sfk.exe │ │ ├── tu4 │ │ ├── wii.txt │ │ ├── wimgt.exe │ │ └── zlib1.dll │ │ ├── c3contools_changelog.txt │ │ ├── res │ │ ├── 2x.png │ │ ├── Thumbs.db │ │ ├── background.png │ │ ├── bg1.png │ │ ├── bg2.png │ │ ├── bg3.png │ │ ├── bg4.png │ │ ├── bg5.png │ │ ├── c3.otf │ │ ├── c3a.png │ │ ├── c3b.png │ │ ├── cat.png │ │ ├── convert.png │ │ ├── dice.gif │ │ ├── diff0.png │ │ ├── diff1.png │ │ ├── diff2.png │ │ ├── diff3.png │ │ ├── diff4.png │ │ ├── diff5.png │ │ ├── diff6.png │ │ ├── down.png │ │ ├── freedom_button.png │ │ ├── freedom_overlay.png │ │ ├── ghtorb3.png │ │ ├── harm2.png │ │ ├── harm3.png │ │ ├── icons │ │ │ ├── Thumbs.db │ │ │ ├── circle │ │ │ │ ├── bass.jpg │ │ │ │ ├── drums.jpg │ │ │ │ ├── guitar.jpg │ │ │ │ ├── harm2.jpg │ │ │ │ ├── harm3.jpg │ │ │ │ ├── keys.jpg │ │ │ │ ├── nobass.jpg │ │ │ │ ├── nodrums.jpg │ │ │ │ ├── noguitar.jpg │ │ │ │ ├── nokeys.jpg │ │ │ │ ├── novocals.jpg │ │ │ │ ├── probass.jpg │ │ │ │ ├── prodrums.jpg │ │ │ │ ├── proguitar.jpg │ │ │ │ ├── prokeys.jpg │ │ │ │ └── vocals.jpg │ │ │ ├── cube │ │ │ │ ├── bass.jpg │ │ │ │ ├── drums.jpg │ │ │ │ ├── guitar.jpg │ │ │ │ ├── harm2.jpg │ │ │ │ ├── harm3.jpg │ │ │ │ ├── keys.jpg │ │ │ │ ├── nobass.jpg │ │ │ │ ├── nodrums.jpg │ │ │ │ ├── noguitar.jpg │ │ │ │ ├── nokeys.jpg │ │ │ │ ├── novocals.jpg │ │ │ │ ├── probass.jpg │ │ │ │ ├── prodrums.jpg │ │ │ │ ├── proguitar.jpg │ │ │ │ ├── prokeys.jpg │ │ │ │ └── vocals.jpg │ │ │ ├── icons-cube.psd │ │ │ └── icons.psd │ │ ├── karaoke.png │ │ ├── lock.png │ │ ├── logo.png │ │ ├── love_button.png │ │ ├── love_overlay.png │ │ ├── marquee.png │ │ ├── marqueex.png │ │ ├── multi.png │ │ ├── newyears_button.png │ │ ├── newyears_overlay.png │ │ ├── nopart.png │ │ ├── pbass.png │ │ ├── pguitar.png │ │ ├── phaseshift │ │ │ ├── Thumbs.db │ │ │ ├── banner.png │ │ │ └── c3.png │ │ ├── pkeys.png │ │ ├── play │ │ │ ├── autoplay.png │ │ │ ├── autoplay_off.png │ │ │ ├── backing.png │ │ │ ├── bass.png │ │ │ ├── crowd.png │ │ │ ├── dopreview.png │ │ │ ├── dopreview2.png │ │ │ ├── dopreview3.png │ │ │ ├── dopreview4.png │ │ │ ├── dosong.png │ │ │ ├── dosong2.png │ │ │ ├── dosong3.png │ │ │ ├── dosong4.png │ │ │ ├── drums.png │ │ │ ├── guitar.png │ │ │ ├── keys.png │ │ │ ├── line.png │ │ │ ├── loop.png │ │ │ ├── loop_off.png │ │ │ ├── nobacking.png │ │ │ ├── nobass.png │ │ │ ├── nocrowd.png │ │ │ ├── nodrums.png │ │ │ ├── noguitar.png │ │ │ ├── nokeys.png │ │ │ ├── novocals.png │ │ │ ├── pause.png │ │ │ ├── play.png │ │ │ ├── slider.png │ │ │ ├── speaker.png │ │ │ ├── speaker2.png │ │ │ ├── stop.png │ │ │ └── vocals.png │ │ ├── rb3.png │ │ ├── rbass.png │ │ ├── rkeys.png │ │ ├── spooky_button.png │ │ ├── spooky_overlay.png │ │ ├── stpaddy_button.png │ │ ├── stpaddy_overlay.png │ │ ├── summer_button.png │ │ ├── summer_overlay.png │ │ ├── thumbs │ │ │ ├── ACDC.jpg │ │ │ ├── BH.jpg │ │ │ ├── BH2.jpg │ │ │ ├── C3a.jpg │ │ │ ├── C3b.jpg │ │ │ ├── GDRB.jpg │ │ │ ├── GDRB.png │ │ │ ├── GDRB2.jpg │ │ │ ├── GDRB3.jpg │ │ │ ├── GH.jpg │ │ │ ├── GH1.jpg │ │ │ ├── GH1.png │ │ │ ├── GH2.jpg │ │ │ ├── GH3.jpg │ │ │ ├── GH4WT.jpg │ │ │ ├── GH5.jpg │ │ │ ├── GH6WOR.jpg │ │ │ ├── GH6WOR.png │ │ │ ├── GH6WOR2.jpg │ │ │ ├── GHA.jpg │ │ │ ├── GHBH.jpg │ │ │ ├── GHM.jpg │ │ │ ├── GHM2.jpg │ │ │ ├── GHM2.png │ │ │ ├── GHSH.jpg │ │ │ ├── GHSH2.jpg │ │ │ ├── GHVH.jpg │ │ │ ├── GHWT2.jpg │ │ │ ├── HMX.jpg │ │ │ ├── HMX2.jpg │ │ │ ├── HMX3.jpg │ │ │ ├── RB.jpg │ │ │ ├── RB1.5.jpg │ │ │ ├── RB1.5.png │ │ │ ├── RB1.jpg │ │ │ ├── RB1b.jpg │ │ │ ├── RB1c.jpg │ │ │ ├── RB1d.jpg │ │ │ ├── RB1e.jpg │ │ │ ├── RB1f.jpg │ │ │ ├── RB2.5.jpg │ │ │ ├── RB2.jpg │ │ │ ├── RB2b.jpg │ │ │ ├── RB3.5.jpg │ │ │ ├── RB3.jpg │ │ │ ├── RB3C.jpg │ │ │ ├── RBB.jpg │ │ │ ├── RBB.png │ │ │ ├── RBL.jpg │ │ │ ├── RBL2.jpg │ │ │ ├── RBN.jpg │ │ │ ├── RBN2.jpg │ │ │ ├── RBN3.jpg │ │ │ ├── RBN4.jpg │ │ │ ├── TBRB.jpg │ │ │ ├── TBRB.png │ │ │ ├── TBRB2.jpg │ │ │ ├── Thumbs.db │ │ │ ├── flower.jpg │ │ │ ├── goldstar.jpg │ │ │ ├── horns.jpg │ │ │ ├── note.jpg │ │ │ ├── rainbow.jpg │ │ │ ├── secret.jpg │ │ │ ├── skull.jpg │ │ │ ├── skulls.jpg │ │ │ ├── star.jpg │ │ │ ├── vinyl.jpg │ │ │ └── vinyl2.jpg │ │ ├── up.png │ │ ├── vis_themes │ │ │ ├── canada_button.png │ │ │ ├── canada_overlay.png │ │ │ ├── freedom_button.png │ │ │ ├── freedom_overlay.png │ │ │ ├── love_button.png │ │ │ ├── love_overlay.png │ │ │ ├── newyears_button.png │ │ │ ├── newyears_overlay.png │ │ │ ├── norway_button.png │ │ │ ├── norway_overlay.png │ │ │ ├── spooky_button.png │ │ │ ├── spooky_overlay.png │ │ │ ├── stpaddy_button.png │ │ │ ├── stpaddy_overlay.png │ │ │ ├── summer_button.png │ │ │ ├── summer_overlay.png │ │ │ ├── xmas_button.png │ │ │ └── xmas_overlay.png │ │ ├── xmas_button.png │ │ ├── xmas_overlay.png │ │ └── xonly.png │ │ └── wiidir.c3 ├── c3.ico ├── gdi32.dll ├── wii.cs ├── x360 │ ├── Create.cs │ ├── Cryptography.cs │ ├── DJsIO.cs │ ├── DevIL.cs │ ├── Other.cs │ ├── STFSDescriptor.cs │ ├── STFSPackage.cs │ └── STFSStuff.cs └── zlib │ ├── Adler32.cs │ ├── Deflate.cs │ ├── InfBlocks.cs │ ├── InfCodes.cs │ ├── InfTree.cs │ ├── Inflate.cs │ ├── StaticTree.cs │ ├── SupportClass.cs │ ├── Tree.cs │ ├── ZInputStream.cs │ ├── ZOutputStream.cs │ ├── ZStream.cs │ ├── ZStreamException.cs │ └── Zlib.cs └── README.md /C3 Tools.sln: -------------------------------------------------------------------------------- 1 |  2 | Microsoft Visual Studio Solution File, Format Version 11.00 3 | # Visual Studio 2010 4 | Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "C3 Tools", "C3 Tools\C3 Tools.csproj", "{E72DC7F9-6786-4B1B-879B-2F81026FE688}" 5 | EndProject 6 | Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "Solution Items", "Solution Items", "{7D2DA1BD-65B8-47DD-90D5-299BA0EA71BC}" 7 | EndProject 8 | Global 9 | GlobalSection(SolutionConfigurationPlatforms) = preSolution 10 | Debug|Any CPU = Debug|Any CPU 11 | Release|Any CPU = Release|Any CPU 12 | EndGlobalSection 13 | GlobalSection(ProjectConfigurationPlatforms) = postSolution 14 | {E72DC7F9-6786-4B1B-879B-2F81026FE688}.Debug|Any CPU.ActiveCfg = Debug|Any CPU 15 | {E72DC7F9-6786-4B1B-879B-2F81026FE688}.Debug|Any CPU.Build.0 = Debug|Any CPU 16 | {E72DC7F9-6786-4B1B-879B-2F81026FE688}.Release|Any CPU.ActiveCfg = Release|Any CPU 17 | {E72DC7F9-6786-4B1B-879B-2F81026FE688}.Release|Any CPU.Build.0 = Release|Any CPU 18 | EndGlobalSection 19 | GlobalSection(SolutionProperties) = preSolution 20 | HideSolutionNode = FALSE 21 | EndGlobalSection 22 | EndGlobal 23 | -------------------------------------------------------------------------------- /C3 Tools/C3 Tools.csproj.DotSettings: -------------------------------------------------------------------------------- 1 |  2 | No -------------------------------------------------------------------------------- /C3 Tools/C3 Tools.csproj.user: -------------------------------------------------------------------------------- 1 |  2 | 3 | 4 | publish\ 5 | 6 | 7 | 8 | 9 | 10 | en-US 11 | false 12 | 13 | 14 | 15 | 16 | 17 | 18 | false 19 | 20 | -------------------------------------------------------------------------------- /C3 Tools/C3 Tools.sln: -------------------------------------------------------------------------------- 1 |  2 | Microsoft Visual Studio Solution File, Format Version 11.00 3 | # Visual Studio 2010 4 | Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "C3 Tools", "C3 Tools\C3 Tools.csproj", "{E72DC7F9-6786-4B1B-879B-2F81026FE688}" 5 | EndProject 6 | Global 7 | GlobalSection(SolutionConfigurationPlatforms) = preSolution 8 | Debug|Any CPU = Debug|Any CPU 9 | Release|Any CPU = Release|Any CPU 10 | EndGlobalSection 11 | GlobalSection(ProjectConfigurationPlatforms) = postSolution 12 | {E72DC7F9-6786-4B1B-879B-2F81026FE688}.Debug|Any CPU.ActiveCfg = Debug|Any CPU 13 | {E72DC7F9-6786-4B1B-879B-2F81026FE688}.Debug|Any CPU.Build.0 = Debug|Any CPU 14 | {E72DC7F9-6786-4B1B-879B-2F81026FE688}.Release|Any CPU.ActiveCfg = Release|Any CPU 15 | {E72DC7F9-6786-4B1B-879B-2F81026FE688}.Release|Any CPU.Build.0 = Release|Any CPU 16 | EndGlobalSection 17 | GlobalSection(SolutionProperties) = preSolution 18 | HideSolutionNode = FALSE 19 | EndGlobalSection 20 | EndGlobal 21 | -------------------------------------------------------------------------------- /C3 Tools/C3 Tools_TemporaryKey.pfx: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/RBTools/CON-Tools/14dd538ee929093808b67e96691620321d41aa54/C3 Tools/C3 Tools_TemporaryKey.pfx -------------------------------------------------------------------------------- /C3 Tools/DevComponents.DotNetBar2.dll: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/RBTools/CON-Tools/14dd538ee929093808b67e96691620321d41aa54/C3 Tools/DevComponents.DotNetBar2.dll -------------------------------------------------------------------------------- /C3 Tools/DifficultySelector.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Drawing; 3 | using System.Windows.Forms; 4 | 5 | namespace C3Tools 6 | { 7 | public partial class DifficultySelector : Form 8 | { 9 | public int Difficulty; 10 | public string Tier; 11 | private readonly Point StartLocation; 12 | 13 | public DifficultySelector(Point start, int startingDiff) 14 | { 15 | InitializeComponent(); 16 | ControlBox = false; 17 | var tools = new NemoTools(); 18 | try 19 | { 20 | diffNoPart.Image = tools.NemoLoadImage(Application.StartupPath + "\\res\\nopart.png"); 21 | diff0.Image = tools.NemoLoadImage(Application.StartupPath + "\\res\\diff0.png"); 22 | diff1.Image = tools.NemoLoadImage(Application.StartupPath + "\\res\\diff1.png"); 23 | diff2.Image = tools.NemoLoadImage(Application.StartupPath + "\\res\\diff2.png"); 24 | diff3.Image = tools.NemoLoadImage(Application.StartupPath + "\\res\\diff3.png"); 25 | diff4.Image = tools.NemoLoadImage(Application.StartupPath + "\\res\\diff4.png"); 26 | diff5.Image = tools.NemoLoadImage(Application.StartupPath + "\\res\\diff5.png"); 27 | diff6.Image = tools.NemoLoadImage(Application.StartupPath + "\\res\\diff6.png"); 28 | } 29 | catch 30 | { 31 | MessageBox.Show("Looks like one or more of the images I use are missing.\nPlease re-download this program and don't delete\nthe 'res' folder next time.", 32 | "Missing Files", MessageBoxButtons.OK, MessageBoxIcon.Exclamation); 33 | } 34 | Difficulty = startingDiff; 35 | StartLocation = start; 36 | } 37 | 38 | private void ChooseDifficulty(object sender, MouseEventArgs e) 39 | { 40 | if (e.Button != MouseButtons.Left) return; 41 | var box = (PictureBox) sender; 42 | Difficulty = Convert.ToInt16((box.Tag)); 43 | Close(); 44 | } 45 | 46 | private void DifficultySelector_Shown(object sender, EventArgs e) 47 | { 48 | Location = new Point(StartLocation.X, StartLocation.Y - (Height/2)); 49 | ActiveMarker.Left = (Width - ActiveMarker.Width) / 2; 50 | MoveMarker(Difficulty); 51 | } 52 | 53 | private void DifficultySelector_FormClosing(object sender, FormClosingEventArgs e) 54 | { 55 | Tier = new SongData().GetDifficulty(Difficulty); 56 | } 57 | 58 | private void DifficultySelector_KeyUp(object sender, KeyEventArgs e) 59 | { 60 | if (e.KeyCode == Keys.Escape || e.KeyCode == Keys.Enter) 61 | { 62 | Close(); 63 | } 64 | } 65 | 66 | private void MoveMarker(int diff) 67 | { 68 | var control = diffNoPart; 69 | switch (diff) 70 | { 71 | case 1: 72 | control = diff0; 73 | break; 74 | case 2: 75 | control = diff1; 76 | break; 77 | case 3: 78 | control = diff2; 79 | break; 80 | case 4: 81 | control = diff3; 82 | break; 83 | case 5: 84 | control = diff4; 85 | break; 86 | case 6: 87 | control = diff5; 88 | break; 89 | case 7: 90 | control = diff6; 91 | break; 92 | } 93 | ActiveMarker.Top = control.Top + control.Height; 94 | } 95 | } 96 | } 97 | -------------------------------------------------------------------------------- /C3 Tools/DriveSelector.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.IO; 3 | using System.Windows.Forms; 4 | 5 | namespace C3Tools 6 | { 7 | public partial class DriveSelector : Form 8 | { 9 | private readonly USBnator parent; 10 | 11 | public DriveSelector(USBnator xparent) 12 | { 13 | InitializeComponent(); 14 | parent = xparent; 15 | } 16 | 17 | private void DriveSelector_Shown(object sender, EventArgs e) 18 | { 19 | var drives = DriveInfo.GetDrives(); 20 | foreach (var drive in drives) 21 | { 22 | if (drive.Name == "C:\\") continue; 23 | if (drive.DriveType != DriveType.Fixed && drive.DriveType != DriveType.Removable && drive.DriveType != DriveType.Network) continue; 24 | if (!drive.IsReady) continue; 25 | var entry = new ListViewItem(drive.Name); 26 | entry.SubItems.Add(GetCustomDriveName(drive.Name, drive.VolumeLabel)); 27 | entry.SubItems.Add(GetFormattedSize(drive.TotalSize)); 28 | entry.SubItems.Add(GetFormattedSize(drive.AvailableFreeSpace)); 29 | lstDrives.Items.Add(entry); 30 | } 31 | } 32 | 33 | private static string GetCustomDriveName(string drive, string label) 34 | { 35 | if (!File.Exists(drive + "name.txt")) return label; 36 | try 37 | { 38 | var sr = new StreamReader(drive + "name.txt"); 39 | var name = sr.ReadLine(); 40 | sr.Dispose(); 41 | return string.IsNullOrWhiteSpace(name) ? label : name; 42 | } 43 | catch (Exception) 44 | { 45 | return label; 46 | } 47 | } 48 | 49 | private static string GetFormattedSize(long bytes) 50 | { 51 | const long MB = 1048576; 52 | const long GB = 1073741824; 53 | const long TB = 1099511627776; 54 | if (bytes > TB) 55 | { 56 | return Math.Round((double)bytes / TB, 2) + " TB"; 57 | } 58 | if (bytes > GB) 59 | { 60 | return Math.Round((double)bytes / GB, 2) + " GB"; 61 | } 62 | if (bytes > MB) 63 | { 64 | return Math.Round((double)bytes / MB, 2) + " MB"; 65 | } 66 | return Math.Round((double)bytes / 1024, 2) + " KB"; 67 | } 68 | 69 | private void lstDrives_SelectedIndexChanged(object sender, EventArgs e) 70 | { 71 | parent.DriveLetter = lstDrives.SelectedItems[0].SubItems[0].Text; 72 | Dispose(); 73 | } 74 | 75 | private void DriveSelector_KeyUp(object sender, KeyEventArgs e) 76 | { 77 | if (e.KeyData == Keys.Escape) 78 | { 79 | Dispose(); 80 | } 81 | } 82 | } 83 | } 84 | -------------------------------------------------------------------------------- /C3 Tools/HelpForm.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Diagnostics; 3 | using System.IO; 4 | using System.Windows.Forms; 5 | 6 | namespace C3Tools 7 | { 8 | public partial class HelpForm : Form 9 | { 10 | private readonly string form_title; 11 | 12 | public HelpForm(string title, string help_message, bool maximized = false) 13 | { 14 | InitializeComponent(); 15 | 16 | if (File.Exists(Application.StartupPath + "\\c3contools_changelog.txt")) 17 | { 18 | btnReadMe.Visible = true; 19 | } 20 | 21 | form_title = title; 22 | txtHelp.Text = help_message; 23 | 24 | if (maximized) 25 | { 26 | WindowState = FormWindowState.Maximized; 27 | } 28 | } 29 | 30 | private void btnClose_Click(object sender, EventArgs e) 31 | { 32 | Close(); 33 | } 34 | 35 | private void btnReadMe_Click(object sender, EventArgs e) 36 | { 37 | Process.Start(Application.StartupPath + "\\c3contools_changelog.txt"); 38 | } 39 | 40 | private void HelpForm_Shown(object sender, EventArgs e) 41 | { 42 | Text = form_title; 43 | } 44 | 45 | private void txtHelp_KeyDown(object sender, KeyEventArgs e) 46 | { 47 | if (e.KeyData == Keys.Escape) 48 | { 49 | Close(); 50 | } 51 | if (e.Control && e.KeyCode == Keys.A) 52 | { 53 | txtHelp.SelectAll(); 54 | } 55 | if (e.Control && e.KeyCode == Keys.C) 56 | { 57 | Clipboard.SetText(txtHelp.Text); 58 | } 59 | } 60 | 61 | private void HelpForm_KeyDown(object sender, KeyEventArgs e) 62 | { 63 | if (e.KeyData == Keys.Escape) 64 | { 65 | Close(); 66 | } 67 | } 68 | 69 | private void txtHelp_DoubleClick(object sender, EventArgs e) 70 | { 71 | txtHelp.SelectAll(); 72 | } 73 | } 74 | } 75 | -------------------------------------------------------------------------------- /C3 Tools/MIDISelector.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Drawing; 3 | using System.Windows.Forms; 4 | 5 | namespace C3Tools 6 | { 7 | public partial class MIDISelector : Form 8 | { 9 | private readonly string midifile; 10 | 11 | public MIDISelector(string arg) 12 | { 13 | InitializeComponent(); 14 | midifile = arg; 15 | } 16 | 17 | private void btnCleaner_Click(object sender, EventArgs e) 18 | { 19 | var newCleaner = new MIDICleaner(midifile, Color.FromArgb(230, 215, 0), Color.White) { ExitonClose = true }; 20 | newCleaner.Show(); 21 | Hide(); 22 | } 23 | 24 | private void btnAnalyzer_Click(object sender, EventArgs e) 25 | { 26 | var newAnalyzer = new SongAnalyzer(midifile) {ExitonClose = true}; 27 | newAnalyzer.Show(); 28 | Hide(); 29 | } 30 | 31 | private void btnClose_Click(object sender, EventArgs e) 32 | { 33 | timer1.Enabled = true; 34 | } 35 | 36 | private void timer1_Tick(object sender, EventArgs e) 37 | { 38 | Opacity = Opacity - 5; 39 | if (Opacity == 0) 40 | { 41 | Environment.Exit(0); 42 | } 43 | } 44 | } 45 | } 46 | -------------------------------------------------------------------------------- /C3 Tools/PasswordUnlocker.Designer.cs: -------------------------------------------------------------------------------- 1 | namespace C3Tools 2 | { 3 | partial class PasswordUnlocker 4 | { 5 | /// 6 | /// Required designer variable. 7 | /// 8 | private System.ComponentModel.IContainer components = null; 9 | 10 | /// 11 | /// Clean up any resources being used. 12 | /// 13 | /// true if managed resources should be disposed; otherwise, false. 14 | protected override void Dispose(bool disposing) 15 | { 16 | if (disposing && (components != null)) 17 | { 18 | components.Dispose(); 19 | } 20 | base.Dispose(disposing); 21 | } 22 | 23 | #region Windows Form Designer generated code 24 | 25 | /// 26 | /// Required method for Designer support - do not modify 27 | /// the contents of this method with the code editor. 28 | /// 29 | private void InitializeComponent() 30 | { 31 | this.components = new System.ComponentModel.Container(); 32 | System.ComponentModel.ComponentResourceManager resources = new System.ComponentModel.ComponentResourceManager(typeof(PasswordUnlocker)); 33 | this.topLabel = new System.Windows.Forms.Label(); 34 | this.txtPass = new System.Windows.Forms.TextBox(); 35 | this.btnOK = new System.Windows.Forms.Button(); 36 | this.toolTip1 = new System.Windows.Forms.ToolTip(this.components); 37 | this.SuspendLayout(); 38 | // 39 | // topLabel 40 | // 41 | this.topLabel.Font = new System.Drawing.Font("Times New Roman", 12F, System.Drawing.FontStyle.Bold, System.Drawing.GraphicsUnit.Point, ((byte)(0))); 42 | this.topLabel.ForeColor = System.Drawing.Color.Red; 43 | this.topLabel.Location = new System.Drawing.Point(12, 9); 44 | this.topLabel.Name = "topLabel"; 45 | this.topLabel.Size = new System.Drawing.Size(260, 50); 46 | this.topLabel.TabIndex = 0; 47 | this.topLabel.Text = "This feature is restricted. \r\nCopy/paste your password below:"; 48 | this.topLabel.TextAlign = System.Drawing.ContentAlignment.MiddleCenter; 49 | // 50 | // txtPass 51 | // 52 | this.txtPass.Location = new System.Drawing.Point(12, 73); 53 | this.txtPass.Name = "txtPass"; 54 | this.txtPass.PasswordChar = '*'; 55 | this.txtPass.Size = new System.Drawing.Size(260, 20); 56 | this.txtPass.TabIndex = 0; 57 | this.txtPass.TextAlign = System.Windows.Forms.HorizontalAlignment.Center; 58 | // 59 | // btnOK 60 | // 61 | this.btnOK.BackColor = System.Drawing.Color.FromArgb(((int)(((byte)(255)))), ((int)(((byte)(192)))), ((int)(((byte)(192))))); 62 | this.btnOK.Cursor = System.Windows.Forms.Cursors.Hand; 63 | this.btnOK.DialogResult = System.Windows.Forms.DialogResult.Cancel; 64 | this.btnOK.Location = new System.Drawing.Point(94, 99); 65 | this.btnOK.Name = "btnOK"; 66 | this.btnOK.Size = new System.Drawing.Size(97, 30); 67 | this.btnOK.TabIndex = 2; 68 | this.btnOK.Text = "OK"; 69 | this.btnOK.UseVisualStyleBackColor = false; 70 | this.btnOK.Click += new System.EventHandler(this.btnGo_Click); 71 | // 72 | // PasswordUnlocker 73 | // 74 | this.AcceptButton = this.btnOK; 75 | this.AutoScaleMode = System.Windows.Forms.AutoScaleMode.None; 76 | this.BackColor = System.Drawing.SystemColors.GradientInactiveCaption; 77 | this.CancelButton = this.btnOK; 78 | this.ClientSize = new System.Drawing.Size(284, 139); 79 | this.Controls.Add(this.btnOK); 80 | this.Controls.Add(this.txtPass); 81 | this.Controls.Add(this.topLabel); 82 | this.DoubleBuffered = true; 83 | this.FormBorderStyle = System.Windows.Forms.FormBorderStyle.None; 84 | this.Icon = ((System.Drawing.Icon)(resources.GetObject("$this.Icon"))); 85 | this.Name = "PasswordUnlocker"; 86 | this.Opacity = 0.9D; 87 | this.StartPosition = System.Windows.Forms.FormStartPosition.CenterParent; 88 | this.Text = "Restricted Area"; 89 | this.TopMost = true; 90 | this.ResumeLayout(false); 91 | this.PerformLayout(); 92 | 93 | } 94 | 95 | #endregion 96 | 97 | private System.Windows.Forms.Label topLabel; 98 | private System.Windows.Forms.TextBox txtPass; 99 | private System.Windows.Forms.Button btnOK; 100 | private System.Windows.Forms.ToolTip toolTip1; 101 | } 102 | } -------------------------------------------------------------------------------- /C3 Tools/PasswordUnlocker.cs: -------------------------------------------------------------------------------- 1 | using System.Drawing; 2 | using System.Windows.Forms; 3 | 4 | namespace C3Tools 5 | { 6 | public partial class PasswordUnlocker : Form 7 | { 8 | public PasswordUnlocker(string name = "") 9 | { 10 | InitializeComponent(); 11 | toolTip1.SetToolTip(btnOK,"C3 USE ONLY: Click to process your password"); 12 | toolTip1.SetToolTip(txtPass, "C3 USE ONLY: Click to enter your password"); 13 | txtPass.Text = name; 14 | } 15 | 16 | public string EnteredText 17 | { 18 | get 19 | { 20 | return (txtPass.Text); 21 | } 22 | } 23 | 24 | private void btnGo_Click(object sender, System.EventArgs e) 25 | { 26 | Close(); 27 | } 28 | 29 | public void Renamer() 30 | { 31 | txtPass.PasswordChar = '\0'; 32 | topLabel.Text = "Enter new name below\nthen click OK"; 33 | btnOK.BackColor = Color.FromArgb(192, 255, 192); 34 | topLabel.ForeColor = Color.Green; 35 | toolTip1.SetToolTip(btnOK, "Click to change name"); 36 | toolTip1.SetToolTip(txtPass, "Enter new name here"); 37 | } 38 | 39 | public void LockManager() 40 | { 41 | topLabel.Text = "Enter password below\nthen click OK"; 42 | btnOK.BackColor = Color.FromArgb(192, 255, 192); 43 | topLabel.ForeColor = Color.Green; 44 | toolTip1.SetToolTip(btnOK, "Click to save password"); 45 | toolTip1.SetToolTip(txtPass, "Enter password here"); 46 | } 47 | 48 | public void IDChanger() 49 | { 50 | txtPass.PasswordChar = '\0'; 51 | topLabel.Text = "Enter new song ID below\nthen click OK"; 52 | btnOK.BackColor = Color.FromArgb(192, 255, 192); 53 | topLabel.ForeColor = Color.Green; 54 | toolTip1.SetToolTip(btnOK, "Click to change song ID"); 55 | toolTip1.SetToolTip(txtPass, "Enter new song ID here"); 56 | } 57 | } 58 | } 59 | -------------------------------------------------------------------------------- /C3 Tools/Properties/AssemblyInfo.cs: -------------------------------------------------------------------------------- 1 | using System.Reflection; 2 | using System.Runtime.InteropServices; 3 | 4 | // General Information about an assembly is controlled through the following 5 | // set of attributes. Change these attribute values to modify the information 6 | // associated with an assembly. 7 | [assembly: AssemblyTitle("C3 CON Tools")] 8 | [assembly: AssemblyDescription("Tool suite to create, edit and work with Rock Band CON files")] 9 | [assembly: AssemblyConfiguration("")] 10 | [assembly: AssemblyCompany("www.customscreators.com")] 11 | [assembly: AssemblyProduct("C3 CON Tools")] 12 | [assembly: AssemblyCopyright("Copyright © TrojanNemo, 2013-2016")] 13 | [assembly: AssemblyTrademark("")] 14 | [assembly: AssemblyCulture("")] 15 | 16 | // Setting ComVisible to false makes the types in this assembly not visible 17 | // to COM components. If you need to access a type in this assembly from 18 | // COM, set the ComVisible attribute to true on that type. 19 | [assembly: ComVisible(false)] 20 | 21 | // The following GUID is for the ID of the typelib if this project is exposed to COM 22 | [assembly: Guid("7f6620b4-8240-4b46-9ed3-a558a9a71b33")] 23 | 24 | // Version information for an assembly consists of the following four values: 25 | // 26 | // Major Version 27 | // Minor Version 28 | // Build Number 29 | // Revision 30 | // 31 | // You can specify all the values or you can default the Build and Revision Numbers 32 | // by using the '*' as shown below: 33 | // [assembly: AssemblyVersion("1.0.*")] 34 | [assembly: AssemblyVersion("3.9.9.0")] 35 | [assembly: AssemblyFileVersion("3.9.9.0")] 36 | -------------------------------------------------------------------------------- /C3 Tools/Properties/Settings.Designer.cs: -------------------------------------------------------------------------------- 1 | //------------------------------------------------------------------------------ 2 | // 3 | // This code was generated by a tool. 4 | // Runtime Version:4.0.30319.34003 5 | // 6 | // Changes to this file may cause incorrect behavior and will be lost if 7 | // the code is regenerated. 8 | // 9 | //------------------------------------------------------------------------------ 10 | 11 | namespace C3Tools.Properties { 12 | 13 | 14 | [global::System.Runtime.CompilerServices.CompilerGeneratedAttribute()] 15 | [global::System.CodeDom.Compiler.GeneratedCodeAttribute("Microsoft.VisualStudio.Editors.SettingsDesigner.SettingsSingleFileGenerator", "10.0.0.0")] 16 | internal sealed partial class Settings : global::System.Configuration.ApplicationSettingsBase { 17 | 18 | private static Settings defaultInstance = ((Settings)(global::System.Configuration.ApplicationSettingsBase.Synchronized(new Settings()))); 19 | 20 | public static Settings Default { 21 | get { 22 | return defaultInstance; 23 | } 24 | } 25 | } 26 | } 27 | -------------------------------------------------------------------------------- /C3 Tools/Properties/Settings.settings: -------------------------------------------------------------------------------- 1 |  2 | 3 | 4 | 5 | -------------------------------------------------------------------------------- /C3 Tools/Resources/RB1.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/RBTools/CON-Tools/14dd538ee929093808b67e96691620321d41aa54/C3 Tools/Resources/RB1.png -------------------------------------------------------------------------------- /C3 Tools/Resources/RB2.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/RBTools/CON-Tools/14dd538ee929093808b67e96691620321d41aa54/C3 Tools/Resources/RB2.png -------------------------------------------------------------------------------- /C3 Tools/Resources/RB3.png: 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-------------------------------------------------------------------------------- https://raw.githubusercontent.com/RBTools/CON-Tools/14dd538ee929093808b67e96691620321d41aa54/C3 Tools/Resources/up1.png -------------------------------------------------------------------------------- /C3 Tools/Resources/working.gif: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/RBTools/CON-Tools/14dd538ee929093808b67e96691620321d41aa54/C3 Tools/Resources/working.gif -------------------------------------------------------------------------------- /C3 Tools/SMDialog.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Windows.Forms; 3 | 4 | namespace C3Tools 5 | { 6 | public partial class SMDialog : Form 7 | { 8 | public int UserAction = 0; 9 | 10 | public SMDialog() 11 | { 12 | InitializeComponent(); 13 | } 14 | 15 | private void btnLoad_Click(object sender, EventArgs e) 16 | { 17 | UserAction = 1; 18 | Close(); 19 | } 20 | 21 | private void btnMerge_Click(object sender, EventArgs e) 22 | { 23 | UserAction = 2; 24 | Close(); 25 | } 26 | } 27 | } 28 | -------------------------------------------------------------------------------- /C3 Tools/SMDialog.designer.cs: -------------------------------------------------------------------------------- 1 | namespace C3Tools 2 | { 3 | partial class SMDialog 4 | { 5 | /// 6 | /// Required designer variable. 7 | /// 8 | private System.ComponentModel.IContainer components = null; 9 | 10 | /// 11 | /// Clean up any resources being used. 12 | /// 13 | /// true if managed resources should be disposed; otherwise, false. 14 | protected override void Dispose(bool disposing) 15 | { 16 | if (disposing && (components != null)) 17 | { 18 | components.Dispose(); 19 | } 20 | base.Dispose(disposing); 21 | } 22 | 23 | #region Windows Form Designer generated code 24 | 25 | /// 26 | /// Required method for Designer support - do not modify 27 | /// the contents of this method with the code editor. 28 | /// 29 | private void InitializeComponent() 30 | { 31 | this.btnLoad = new System.Windows.Forms.Button(); 32 | this.btnMerge = new System.Windows.Forms.Button(); 33 | this.SuspendLayout(); 34 | // 35 | // btnLoad 36 | // 37 | this.btnLoad.BackColor = System.Drawing.SystemColors.GradientInactiveCaption; 38 | this.btnLoad.Cursor = System.Windows.Forms.Cursors.Hand; 39 | this.btnLoad.FlatStyle = System.Windows.Forms.FlatStyle.System; 40 | this.btnLoad.Location = new System.Drawing.Point(12, 12); 41 | this.btnLoad.Name = "btnLoad"; 42 | this.btnLoad.Size = new System.Drawing.Size(135, 35); 43 | this.btnLoad.TabIndex = 0; 44 | this.btnLoad.Text = "Load as separate Setlist"; 45 | this.btnLoad.UseVisualStyleBackColor = false; 46 | this.btnLoad.Click += new System.EventHandler(this.btnLoad_Click); 47 | // 48 | // btnMerge 49 | // 50 | this.btnMerge.BackColor = System.Drawing.SystemColors.GradientInactiveCaption; 51 | this.btnMerge.Cursor = System.Windows.Forms.Cursors.Hand; 52 | this.btnMerge.FlatStyle = System.Windows.Forms.FlatStyle.System; 53 | this.btnMerge.Location = new System.Drawing.Point(12, 62); 54 | this.btnMerge.Name = "btnMerge"; 55 | this.btnMerge.Size = new System.Drawing.Size(135, 35); 56 | this.btnMerge.TabIndex = 1; 57 | this.btnMerge.Text = "Import into open Setlist"; 58 | this.btnMerge.UseVisualStyleBackColor = false; 59 | this.btnMerge.Click += new System.EventHandler(this.btnMerge_Click); 60 | // 61 | // SMDialog 62 | // 63 | this.AcceptButton = this.btnMerge; 64 | this.AutoScaleDimensions = new System.Drawing.SizeF(6F, 13F); 65 | this.AutoScaleMode = System.Windows.Forms.AutoScaleMode.Font; 66 | this.BackColor = System.Drawing.SystemColors.GradientInactiveCaption; 67 | this.ClientSize = new System.Drawing.Size(159, 109); 68 | this.Controls.Add(this.btnMerge); 69 | this.Controls.Add(this.btnLoad); 70 | this.DoubleBuffered = true; 71 | this.FormBorderStyle = System.Windows.Forms.FormBorderStyle.FixedDialog; 72 | this.MaximizeBox = false; 73 | this.MinimizeBox = false; 74 | this.Name = "SMDialog"; 75 | this.StartPosition = System.Windows.Forms.FormStartPosition.CenterParent; 76 | this.Text = "What should I do?"; 77 | this.ResumeLayout(false); 78 | 79 | } 80 | 81 | #endregion 82 | 83 | private System.Windows.Forms.Button btnLoad; 84 | private System.Windows.Forms.Button btnMerge; 85 | } 86 | } -------------------------------------------------------------------------------- /C3 Tools/ThemeSelector.Designer.cs: -------------------------------------------------------------------------------- 1 | namespace C3Tools 2 | { 3 | partial class ThemeSelector 4 | { 5 | /// 6 | /// Required designer variable. 7 | /// 8 | private System.ComponentModel.IContainer components = null; 9 | 10 | /// 11 | /// Clean up any resources being used. 12 | /// 13 | /// true if managed resources should be disposed; otherwise, false. 14 | protected override void Dispose(bool disposing) 15 | { 16 | if (disposing && (components != null)) 17 | { 18 | components.Dispose(); 19 | } 20 | base.Dispose(disposing); 21 | } 22 | 23 | #region Windows Form Designer generated code 24 | 25 | /// 26 | /// Required method for Designer support - do not modify 27 | /// the contents of this method with the code editor. 28 | /// 29 | private void InitializeComponent() 30 | { 31 | this.lstThemes = new System.Windows.Forms.ListBox(); 32 | this.btnUse = new System.Windows.Forms.Button(); 33 | this.SuspendLayout(); 34 | // 35 | // lstThemes 36 | // 37 | this.lstThemes.FormattingEnabled = true; 38 | this.lstThemes.Location = new System.Drawing.Point(12, 12); 39 | this.lstThemes.Name = "lstThemes"; 40 | this.lstThemes.Size = new System.Drawing.Size(182, 160); 41 | this.lstThemes.TabIndex = 0; 42 | this.lstThemes.SelectedIndexChanged += new System.EventHandler(this.lstThemes_SelectedIndexChanged); 43 | // 44 | // btnUse 45 | // 46 | this.btnUse.BackColor = System.Drawing.Color.LightSteelBlue; 47 | this.btnUse.Cursor = System.Windows.Forms.Cursors.Hand; 48 | this.btnUse.FlatStyle = System.Windows.Forms.FlatStyle.Popup; 49 | this.btnUse.Font = new System.Drawing.Font("Microsoft Sans Serif", 8.25F, System.Drawing.FontStyle.Bold, System.Drawing.GraphicsUnit.Point, ((byte)(0))); 50 | this.btnUse.ForeColor = System.Drawing.Color.White; 51 | this.btnUse.Location = new System.Drawing.Point(12, 178); 52 | this.btnUse.Name = "btnUse"; 53 | this.btnUse.Size = new System.Drawing.Size(182, 28); 54 | this.btnUse.TabIndex = 26; 55 | this.btnUse.Text = "Use selected theme"; 56 | this.btnUse.UseVisualStyleBackColor = false; 57 | this.btnUse.Click += new System.EventHandler(this.btnUse_Click); 58 | // 59 | // ThemeSelector 60 | // 61 | this.AcceptButton = this.btnUse; 62 | this.AutoScaleDimensions = new System.Drawing.SizeF(6F, 13F); 63 | this.AutoScaleMode = System.Windows.Forms.AutoScaleMode.Font; 64 | this.BackColor = System.Drawing.SystemColors.GradientInactiveCaption; 65 | this.ClientSize = new System.Drawing.Size(207, 217); 66 | this.Controls.Add(this.btnUse); 67 | this.Controls.Add(this.lstThemes); 68 | this.DoubleBuffered = true; 69 | this.FormBorderStyle = System.Windows.Forms.FormBorderStyle.FixedDialog; 70 | this.MaximizeBox = false; 71 | this.MinimizeBox = false; 72 | this.Name = "ThemeSelector"; 73 | this.StartPosition = System.Windows.Forms.FormStartPosition.Manual; 74 | this.Text = "Choose a Theme:"; 75 | this.FormClosing += new System.Windows.Forms.FormClosingEventHandler(this.Themes_FormClosing); 76 | this.Shown += new System.EventHandler(this.Themes_Shown); 77 | this.ResumeLayout(false); 78 | } 79 | 80 | #endregion 81 | 82 | private System.Windows.Forms.ListBox lstThemes; 83 | private System.Windows.Forms.Button btnUse; 84 | } 85 | } -------------------------------------------------------------------------------- /C3 Tools/ThemeSelector.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Collections.Generic; 3 | using System.IO; 4 | using System.Linq; 5 | using System.Windows.Forms; 6 | 7 | namespace C3Tools 8 | { 9 | public partial class ThemeSelector : Form 10 | { 11 | private readonly List ThemeFiles; 12 | private readonly string ThemesFolder; 13 | private readonly Visualizer Visualizer; 14 | 15 | public ThemeSelector(Visualizer ParentForm) 16 | { 17 | InitializeComponent(); 18 | Visualizer = ParentForm; 19 | ThemeFiles = new List(); 20 | ThemesFolder = Application.StartupPath + "\\res\\vis_themes\\"; 21 | } 22 | 23 | private void Themes_Shown(object sender, EventArgs e) 24 | { 25 | Left = Visualizer.Left - Width-10; 26 | Top = Visualizer.Top + (int)(Visualizer.Height*0.5); 27 | 28 | var files = Directory.GetFiles(ThemesFolder, "*.png"); 29 | if (!files.Any()) 30 | { 31 | MessageBox.Show("No themes found!\nMake sure you're using PNG files and naming the files:\nname_overlay.png and name_button.png", 32 | "Visualizer", MessageBoxButtons.OK, MessageBoxIcon.Exclamation); 33 | Close(); 34 | } 35 | foreach (var name in from file in files.Where(file => Path.GetFileName(file).ToLowerInvariant().Contains("_overlay.png")) where File.Exists(file.ToLowerInvariant().Replace("_overlay.png", "_button.png")) select Path.GetFileName(file).ToLowerInvariant().Replace("_overlay.png", "")) 36 | { 37 | ThemeFiles.Add(name); 38 | } 39 | 40 | ThemeFiles.Sort(); 41 | lstThemes.Items.Clear(); 42 | lstThemes.Items.Add("(no theme)"); 43 | 44 | foreach (var theme in ThemeFiles) 45 | { 46 | lstThemes.Items.Add(theme); 47 | } 48 | lstThemes.SelectedIndex = 0; 49 | 50 | if (lstThemes.Items.Count == 0) 51 | { 52 | MessageBox.Show( 53 | "No themes found!\nMake sure you're using PNG files and naming the files:\nname_overlay.png and name_button.png", 54 | "Visualizer", MessageBoxButtons.OK, MessageBoxIcon.Exclamation); 55 | Close(); 56 | } 57 | 58 | if (string.IsNullOrWhiteSpace(Visualizer.ThemeName)) return; 59 | 60 | for (var i = 0; i < lstThemes.Items.Count; i++) 61 | { 62 | if (!String.Equals(lstThemes.Items[i].ToString(), Visualizer.ThemeName, StringComparison.InvariantCultureIgnoreCase)) 63 | { 64 | continue; 65 | } 66 | lstThemes.SelectedIndex = i; 67 | return; 68 | } 69 | } 70 | 71 | private void lstThemes_SelectedIndexChanged(object sender, EventArgs e) 72 | { 73 | DetermineTheme(); 74 | } 75 | 76 | private void btnUse_Click(object sender, EventArgs e) 77 | { 78 | UpdateTheme(); 79 | Close(); 80 | } 81 | 82 | private void DetermineTheme() 83 | { 84 | if (lstThemes.SelectedIndex == 0) 85 | { 86 | Visualizer.UseOverlay = false; 87 | } 88 | else 89 | { 90 | UpdateTheme(); 91 | } 92 | } 93 | 94 | private void UpdateTheme() 95 | { 96 | Visualizer.ThemeName = lstThemes.Items[lstThemes.SelectedIndex].ToString(); 97 | Visualizer.UpdateTheme(); 98 | } 99 | 100 | private void Themes_FormClosing(object sender, FormClosingEventArgs e) 101 | { 102 | DetermineTheme(); 103 | } 104 | } 105 | } 106 | -------------------------------------------------------------------------------- /C3 Tools/Thumbs.db: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/RBTools/CON-Tools/14dd538ee929093808b67e96691620321d41aa54/C3 Tools/Thumbs.db -------------------------------------------------------------------------------- /C3 Tools/Updater.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Collections.Generic; 3 | using System.Diagnostics; 4 | using System.Windows.Forms; 5 | 6 | namespace C3Tools 7 | { 8 | public partial class Updater : Form 9 | { 10 | private string fileURL = ""; 11 | private const string forumURL = "http://customscreators.com/index.php?/topic/9095-c3-con-tools-v398-073116/"; 12 | 13 | public Updater() 14 | { 15 | InitializeComponent(); 16 | } 17 | 18 | private void btnCancel_Click(object sender, EventArgs e) 19 | { 20 | Dispose(); 21 | } 22 | 23 | public void SetInfo(string currName, string currVersion, string newName, string newVersion, string date, string url, List changeLog) 24 | { 25 | lblCurrent.Text = currName + " " + currVersion; 26 | lblNew.Text = newName + " " + newVersion; 27 | lblDate.Text = date; 28 | lblLink.Text = url; 29 | fileURL = url; 30 | foreach (var line in changeLog) 31 | { 32 | lstLog.Items.Add(line); 33 | } 34 | } 35 | 36 | private void btnForum_Click(object sender, EventArgs e) 37 | { 38 | Process.Start(forumURL); 39 | Dispose(); 40 | } 41 | 42 | private void btnDownload_Click(object sender, EventArgs e) 43 | { 44 | MessageBox.Show("I'm going to open the download page for you, but you have to install the updated program yourself. Install as usual.", "Updater", 45 | MessageBoxButtons.OK, MessageBoxIcon.Information); 46 | Process.Start(fileURL); 47 | Environment.Exit(0); 48 | } 49 | 50 | private void lblLink_MouseClick(object sender, MouseEventArgs e) 51 | { 52 | if (e.Button != MouseButtons.Left) return; 53 | btnDownload_Click(null, null); 54 | } 55 | } 56 | } 57 | -------------------------------------------------------------------------------- /C3 Tools/Volume.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Drawing; 3 | using System.Globalization; 4 | using System.Windows.Forms; 5 | 6 | namespace C3Tools 7 | { 8 | public partial class Volume : Form 9 | { 10 | private readonly Visualizer xParent; 11 | private readonly Point StartLocation; 12 | private int mouseX; 13 | private const double MinVolume = 50; 14 | private double CurrentVolume; 15 | 16 | public Volume(Visualizer parent, Point start) 17 | { 18 | InitializeComponent(); 19 | xParent = parent; 20 | StartLocation = start; 21 | CurrentVolume = xParent.VolumeLevel; 22 | } 23 | 24 | private void Volume_Shown(object sender, EventArgs e) 25 | { 26 | Location = new Point(StartLocation.X - (Width / 2), StartLocation.Y - (Height / 2)); 27 | picSlider.Parent = picBackground; 28 | picSlider.Left = 0; 29 | var percent = CurrentVolume / MinVolume ; 30 | picSlider.Left = (int)((Width - (picSlider.Width)) * (1.0 - percent)); 31 | lblVolume.Text = CurrentVolume == 0 ? "100" : ((int)(100 - (CurrentVolume / MinVolume * 100))).ToString(CultureInfo.InvariantCulture); 32 | } 33 | 34 | private void picBackground_Click(object sender, EventArgs e) 35 | { 36 | SaveVolume(); 37 | } 38 | 39 | private void Volume_Click(object sender, EventArgs e) 40 | { 41 | SaveVolume(); 42 | } 43 | 44 | private void Volume_KeyUp(object sender, KeyEventArgs e) 45 | { 46 | SaveVolume(); 47 | } 48 | 49 | private void picSlider_MouseMove(object sender, MouseEventArgs e) 50 | { 51 | if (picSlider.Cursor != Cursors.NoMoveHoriz) return; 52 | 53 | if (MousePosition.X != mouseX) 54 | { 55 | if (MousePosition.X > mouseX) 56 | { 57 | picSlider.Left = picSlider.Left + (MousePosition.X - mouseX); 58 | } 59 | else if (MousePosition.X < mouseX) 60 | { 61 | picSlider.Left = picSlider.Left - (mouseX - MousePosition.X); 62 | } 63 | mouseX = MousePosition.X; 64 | } 65 | 66 | if (picSlider.Left < 0) 67 | { 68 | picSlider.Left = 0; 69 | } 70 | else if (picSlider.Left > Width - picSlider.Width) 71 | { 72 | picSlider.Left = Width - picSlider.Width; 73 | } 74 | CurrentVolume = Math.Round(-1 * (-MinVolume + (MinVolume*picSlider.Left/(Width - picSlider.Width))),1); 75 | xParent.UpdateVolume(CurrentVolume); 76 | lblVolume.Text = CurrentVolume == 0 ? "100" : ((int)(100 - (CurrentVolume / MinVolume * 100))).ToString(CultureInfo.InvariantCulture); 77 | } 78 | 79 | private void picSlider_MouseUp(object sender, MouseEventArgs e) 80 | { 81 | SaveVolume(); 82 | } 83 | 84 | private void picSlider_MouseDown(object sender, MouseEventArgs e) 85 | { 86 | if (e.Button != MouseButtons.Left) return; 87 | 88 | picSlider.Cursor = Cursors.NoMoveHoriz; 89 | mouseX = MousePosition.X; 90 | } 91 | 92 | private void Volume_Deactivate(object sender, EventArgs e) 93 | { 94 | SaveVolume(); 95 | } 96 | 97 | private void SaveVolume() 98 | { 99 | xParent.VolumeLevel = CurrentVolume; 100 | Dispose(); 101 | } 102 | } 103 | } 104 | -------------------------------------------------------------------------------- /C3 Tools/app.config: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | -------------------------------------------------------------------------------- /C3 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-------------------------------------------------------------------------------- /C3 Tools/bin/Debug/bin/help/aa: -------------------------------------------------------------------------------- 1 | Audio Analyzer: How To Use 2 | 3 | This tool lets you create a visual representation of an audio file 4 | While it is intended for Rock Band .mogg files, it will also work with .ogg and .wav files 5 | Of course, Rock Band CON/LIVE files are also accepted 6 | 7 | You can analyze one or multiple files by drag/dropping the file(s) to Audio Analyzer 8 | The program will automatically create the visualization: 9 | - if you're doing multiple files at once, the program will automatically export the image in JPG format to the samd directory as the input file 10 | - if you're doing only one file, the program will create the image and you have the choice to upload to Imgur by pressing F1 or clicking on File -> Upload to Imgur or to save locally as a JPG file by pressing F2 or clicking on File -> Save to file 11 | 12 | OPTIONS 13 | Show legend - will enable/disable displaying of the basic legend that accompanies the visual representation of the audio 14 | 15 | Label each audio channel - if visualizing a .mogg file inside of a CON file, this will determine whether each audio channel should be labeled with its corresponding instrument track 16 | 17 | High quality drawing - uses high quality when drawing the audio wave forms, is slower but produces a slightly smoother image - your choice 18 | 19 | That's all there is to it. Enjoy! -------------------------------------------------------------------------------- /C3 Tools/bin/Debug/bin/help/aac: -------------------------------------------------------------------------------- 1 | Advanced Art Converter: How To Use 2 | 3 | All Rock Band formats are now supported: *.png_xbox, *.png_ps3 and *.png_wii, as well as the intermediary *.dds and *.tpl formats 4 | Many, but not all, MILO files (*.milo_xbox and *.milo_ps3) are supported thanks to the hard work by PikminGuts92 5 | 6 | Start by selecting the folder where the input images or MILO files are 7 | You can also just drag and drop any file from that folder to the program 8 | 9 | The program will automatically detect existing images or Rock Band files and decide which functions to enable 10 | 11 | Allowed input formats: *.bmp | *.png | *.jpg | *.gif | *.tif | *.tga | *.png_xbox | *.png_ps3 | *.png_wii | *.dds | *.tpl | *.milo_xbox | *.milo_ps3 12 | 13 | Any size input image is allowed, program will automatically resize when converting to Rock Band format 14 | Default texture size when converting to *.png_xbox or *.png_ps3 is 512x512. You can change this by going to Advanced -> Texture size 15 | When converting to *.png_wii the texture size is 256x256 and, due to the Wii's limitations, can't be changed 16 | 17 | Available output formats: *.bmp | *.png | *.jpg. You can choose any combination of these formats 18 | You can also output *.dds files (X360/PS3) and .tpl files (Wii) by going to Advanced -> Don't delete .dds / .tpl files 19 | 20 | You can also convert directly from *.png_xbox to *.png_ps3 and vice-versa, and from *.png_xbox / *.png_ps3 to *.png_wii 21 | 22 | Besides Rock Band album art, most game textures from the following HMX games can be converted from *.png_xbox or *.png_ps3: 23 | Rock Band 1 24 | Rock Band 2 25 | Rock Band 3 26 | Rock Band: Blitz 27 | Lego Rock Band 28 | Green Day: Rock Band 29 | The Beatles: Rock Band 30 | AC/DC LIVE Track Pack 31 | Rock Band Track Pack 2 32 | Rock Band Metal Track Pack 33 | Rock Band Music Store 34 | Dance Central 35 | Dance Central 2 36 | Dance Central 3 37 | 38 | If you have a *.png_xbox or *.png_ps3 image that Advanced Art Converter can't convert, you may be able to help it understand the file and convert it 39 | See the _README.txt file in /bin/headers/ for more information 40 | 41 | Enjoy -------------------------------------------------------------------------------- /C3 Tools/bin/Debug/bin/help/about: -------------------------------------------------------------------------------- 1 | Created by TrojanNemo for Customs Creators Collective 2 | 3 | CREDITS: 4 | DJ Shepperd for original Le Fluffie & x360 library 5 | xorloser for all his great tools and knowledge 6 | raynebc for midishrink and help with MIDI files 7 | Mark Heath for the NAudio.MIDI library: 8 | http://naudio.codeplex.com/ 9 | Ian Luck for the BASS audio library: 10 | http://www.un4seen.com/ 11 | Bernd Niedergesaess for the BASS.NET API: 12 | http://bass.radio42.com/ 13 | StackOverflow0x for making Wii customs possible 14 | TDCMark and AerialX for making PS3 customs possible 15 | traflaz for code to search PS3's hard drive for songs 16 | bluzer and AkiraNomuraBCN for their help with Phase Shift 17 | pksage for doing the hard work with the RB3 song cache 18 | Mike Gledhill for the CreateExcelFile library 19 | Uzi Granot for the PDFFileWriter library 20 | Nyxyxylyth for base album art and RBA converter code 21 | Maxton for his [classified] contributions (thanks) 22 | PikminGuts92 for MiloExtractor code and beta testing 23 | C16 and AddyMilldike for excellent beta testing 24 | 25 | Thanks to everyone else who helped along the way -------------------------------------------------------------------------------- /C3 Tools/bin/Debug/bin/help/em: -------------------------------------------------------------------------------- 1 | Event Manager: How to Use 2 | 3 | This tool is designed to help you run a successful Rock Band event 4 | The basic idea is you enter the name of the 'band' performing, the name of the song, and the name of the original artist 5 | 6 | If you've been using Setlist Manager and have created a .Setlist file of your song cache, Event Manager can use it to auto-populate the Artist and Song name fields, as well as show you relevant song information before adding it to the queue. To use a .Setlist file, click on Options, then Select Setlist file and point it to your .Setlist file 7 | To view song details when using a .Setlist file, search for the song and select it on the list of songs, then click 'Song Details' - you'll get details like song length, rating, vocalist gender and instruments present, all very helpful to have handy when running a Rock Band event 8 | 9 | You DON'T have to use a .Setlist file with Event Manager (I'm looking at you, PS3 users). You can manually enter the name of the Song and Artist and it'll work as well. Obviously no Song Details will be available 10 | 11 | Once you've got the name of the Band, Song and Artist, click 'Add to Queue'. Before starting a performance, select one from the queue and press 'Play'. If you run events you know that people change their mind a lot. No problem! Select the performance to be edited and click 'Edit'. Editing works with and without using a .Setlist file 12 | 13 | Since you must select a performance before putting it to play, you can pick any performance in any order you'd like, or go by top most first. You can also use the up and down arrow buttons to move them through the queue 14 | 15 | Once you want to start a performance, select it, and press 'Play'. Now the performance information is up on the marquee, and if they're ready to start, press 'Start'. Sometimes things happen and you need to edit the performance - just click 'Edit'. Need to skip this band 'cause the vocalist is too drunk? No problem. Click 'Skip' and the band is put back on the queue 16 | 17 | Once you've clicked 'Start', your only option is to 'Stop' it after the performance ends. This moves the performance down to the previous acts side, where you can review, edit or delete performances 18 | 19 | Details provided for previous performances include when it was added to the queue, when it started playing, when it stopped playing, if it had been skipped, and if so, how many times 20 | DELETED PERFORMANCES ARE STILL STORED IN THE EVENT LOG - the log will reflect that they were deleted, but will still have all the information mentioned so far 21 | 22 | Event Manager provides you with an active clock on the form - you can click and drag it around to wherever is most convenient to you. You can also hide it from the form and/or show it on the title bar 23 | 24 | You can also lock the program in case you need to walk away from the computer. Users can still add new performances, but everything else is disabled. They can't edit, start, stop, delete anything. The program also won't close down while locked (only if they go to Task Manager and close it there) 25 | 26 | Event Manager will keep a detailed log of each event. To view existing logs, click on Options -> View Logs 27 | Select from the available logs and the information will be displayed for you with a couple of statistics 28 | Event logs can be exported to CSV format for whatever uses your dirty mind can come up with - click on File -> Export Log and select where to save it to 29 | 30 | The marquee image is loaded at runtime and can be changed by replacing the file /res/marquee.png with one you prefer if you don't like the one I provided 31 | 32 | Enjoy -------------------------------------------------------------------------------- /C3 Tools/bin/Debug/bin/help/fi: -------------------------------------------------------------------------------- 1 | File Indexer: How To Use 2 | 3 | This tool is aimed at making it easy to find your songs across all your (presumably) messy customs folders 4 | 5 | First, click on 'Add New Folder' to select the folders where you have customs in. You can add as many folders as you want, just keep in mind the program will search subdirectories by default so just adding the top level folder is good. You can also just drag and drop songs/packages to the program to add folders quicker 6 | 7 | Once you've added all the folders you want indexed, click on 'Build Index' and the program will search through all the folders and subfolders (if enabled) to find CON files, and then list them for you. This process only has to be done once, and the index file will be opened automatically next time you open this program 8 | 9 | If you've already built the Index once and you have deleted songs or added new songs, just click on 'Rebuild Index' and it will be updated 10 | 11 | You can select any one folder you no longer want indexed and click on 'Remove Selected' then click 'Rebuild Index' 12 | You can also clear all indexed folders by clicking 'Clear Folders' 13 | 14 | Once you've built an Index, you can search for a song, artist or file name - just type in the search bar and the program will automatically find the files for you in the index 15 | 16 | You have a variety of self-explanatory options by right-clicking on the list of songs...try them out! 17 | 18 | You don't have to delete your existing Index file, it will be overwritten when you rebuild your index. If you really want to delete it, click on File -> Clear indexed files 19 | 20 | Enjoy -------------------------------------------------------------------------------- /C3 Tools/bin/Debug/bin/help/ma: -------------------------------------------------------------------------------- 1 | Song Analyzer: How To Use 2 | 3 | This tool was created to assist users in determining whether they want to play any given song based on the statistics of the MIDI file and or mogg (audio) file ... you throw a CON, MIDI or mogg file at it and Song Analyzer will give you a detailed analysis of the song file 4 | 5 | To get started, either drag and drop or use File -> 'Open song file' to select your file 6 | No packs, and only one CON, MIDI or mogg file at a time 7 | The analysis should be very quick (typically less than five seconds on my i7 processor) 8 | 9 | Among the details you will get are total notes charted, instruments present, total notes on each difficulty of each instrument present (including the very important NPS [notes per second] or NPM [notes per minute] metric) that tells you if, for example, a song only has 20 notes on Keys and you'd be really upset if you got that song - not anymore, this tells you that you'd be playing 5 NPM (assuming a 4 minute song) and you can ignore the song! 10 | 11 | There's a ton more details, try it out :-) 12 | When the analysis is complete, you can right-click on the log to export the information to a text file 13 | 14 | If the MIDI file has vocals or harmonies, you'll have the option to export them to a text file with one click. You can choose to export the lyrics in syllables as the are stored in the MIDI or as whole words for easier reading 15 | 16 | If you selected a CON file, you will also get an analysis of the mogg file for a variety of technical information 17 | 18 | Song Analyzer also allows you to run a batch analysis on songs to attempt and identify songs that have PART DRUMS with Pro Drums animations but no Pro Drums markers (typically old RBN1 songs). Click on 'Pro Drums Analysis' and then select 'Batch analyze for missing Pro Drums' 19 | This process will work with packs of songs, single songs and loose MIDI files all in one folder 20 | The process will output a list of MIDI and/or CON files that need Pro Drums markers added in the log, which can be exported as a text file 21 | By default (click on 'Separate files that are missing Pro Drums' to enable/disable), this process will move the CON or MIDI files that need Pro Drums markers to a subfolder named _NEED_PRO_DRUMS 22 | 23 | You can also use Song Analyzer to batch analyze mogg files. Click 'Mogg Analysis' and choose one of the following: 24 | 'Batch analyze mogg files' will allow you to select a mogg file and all the mogg files in that folder will be analyzed 25 | 26 | 'Visualize mogg file(s)' will launch Audio Analyzer so you can create visual representations of mogg, ogg and wav files 27 | 28 | If you're curious how many times a word or phrase appears in a song or in a group of songs, here's how to do it: put all the MIDI files (as many as you want, or just one) in one folder (tip: use Batch Extractor to extract all the MIDIs in your songs/packs), click on 'Lyric Analysis', then click on 'Search for lyric phrase', select the folder where the MIDI files are and enter the word or phrase to search for 29 | 30 | Click on 'Lyric phrase search options' to choose whether to only list the songs that contain the search word or phrase or whether to show all the lyric phrases that contain the search word or phrase. You can also choose to only look at PART VOCALS ('Ignore harmonies') or look at both PART VOCALS and any HARM parts present. The way the lyrics are displayed depends on your 'Exporting options' 31 | 32 | For an idea of what it will find: if you search for 'smoking gun', you will get results that include 'smoking guns', 'smokin' gun', 'smokin' gunners', etc 33 | 34 | Enjoy -------------------------------------------------------------------------------- /C3 Tools/bin/Debug/bin/help/pc: -------------------------------------------------------------------------------- 1 | Pack Creator: How To Use 2 | 3 | First, put all input files in one folder, default is 'input' in the same directory as this program 4 | Click on 'Select Input Folder' if your files are in a different folder, 5 | or you can drag and drop one of the files into anywhere in this form 6 | 7 | Input files can be 8 | 1) individual songs 9 | 2) individual pro ugprades 10 | 3) existing song packs or exports 11 | 4) existing pro upgrade packs 12 | 5) any combination of the above 13 | 14 | Enter a title for your pack (optional) 15 | Enter a description for your pack (optional) 16 | 17 | You can choose any Package Image or Content Image that you'd like 18 | Just click on the box or drag and drop an image into it 19 | Images can be any size, in *.png, *.jpg or *.bmp formats 20 | The software will resize and convert for you automatically 21 | 22 | Choose the format you want the package to be in: 23 | CON (default - for retail consoles) 24 | LIVE (for modded consoles) 25 | 26 | Press 'Begin' and choose a location and file name for your pack 27 | As long as the progress bar is animated, the program is working hard for you 28 | Be patient, it might take a while 29 | 30 | Enjoy -------------------------------------------------------------------------------- /C3 Tools/bin/Debug/bin/help/psc: -------------------------------------------------------------------------------- 1 | Phase Shift Converter: How To Use 2 | 3 | This program is intended to accurately convert Xbox 360 Rock Band songs for use with Phase Shift 4 | 5 | Place all the CON/LIVE files in one folder, and either select the folder using the button, or drag one of those files here 6 | 7 | A 'Music' subdirectory will be created and the converted songs will be placed there 8 | You can then just copy/paste this into your Phase Shift directory and merge with the existing 'Music' folder 9 | 10 | To avoid possibly deleting your existing songs, it is strongly suggested you use the default directory or a separate directory from the Phase Shift 'Music' directory to do the conversions 11 | 12 | By default, 'Separate to stems as possible' is selected - Phase Shift Converter will automatically separate the audio file (mogg) into its component ogg files if the audio file is not encrypted. Encrypted C3 mogg files will be downmixed into a single stereo ogg file - rather than preventing Phase Shift users from playing the encrypted C3 song at all, this gives you the ability to play it, although without multitracks. This process takes some time, so be patient, but it's a lot less work and more accurate than doing it manually. So you can now batch convert a lot of songs with only one click, just sit back and let the program do its thing 13 | 14 | You can also choose to always downmix the audio file to a single stereo ogg file - select 'Always downmix to stereo' and even unencrypted multitrack audio will be downmixed 15 | 16 | You can also choose to manually process the audio file. To do that, select the 'Send to Audacity' option to have this program automatically send the audio file to Audacity for you as each song is converted 17 | 18 | You can also choose the 'Leave it alone' option if you want Phase Shift Converter to just leave the .mogg file there for manual editing later 19 | 20 | By default, C3's banner (banner.png in the /res/phaseshift directory) is included with the songs, change that with another image if you'd like your own banner 21 | 22 | By default, the loading phrase is set to 'www.customscreators.com' - to change it, create a text file, name it loading_phrase.txt and place it in the /bin directory, enter anything you want to show up as your loading phrase in there 23 | 24 | OPTIONS 25 | Leave 'Use 'guitar.ogg' for non-multitrack songs' enabled to ensure backwards compatibility with FoF and FoFiX when the song only has one (backing) audio file. This is supported natively by Phase Shift. If disabled, the audio file will be named song.ogg as used by Phase Shift. 26 | 27 | Enable 'Use subgenre instead of genre' to tell Phase Shift to display the song's more specific subgenre rather than the more generic genre. Unlike Rock Band 3, Phase Shift does not natively support showing of both Genre and Subgenre, so this is one way to do it 28 | 29 | 30 | Huge thanks to bluzer and AkiraNomuraBCN for their help with perfecting the conversion process 31 | Enjoy -------------------------------------------------------------------------------- /C3 Tools/bin/Debug/bin/help/pub: -------------------------------------------------------------------------------- 1 | Upgrade Bundler: How To Use 2 | 3 | Upgrade Bundler allows you to combine an existing song with a pro upgrade CON, loose pro upgrade files, and RBHP upgrade files, simply by drag and dropping files and clicking on 'Bundle' 4 | 5 | On the left box you can drag and drop: 6 | - ONE individual song file (no packs, sorry) 7 | - ONE loose MIDI file 8 | 9 | On the right box you can and drop: 10 | - ONE individual pro upgrade file (no packs, sorry) 11 | - ONE upgrades.dta file 12 | - ONE songs.dta file 13 | - ANY AMOUNT of MIDI files 14 | 15 | NOTE WHEN COMBINING WITH ROCK BAND: HARMONY PROJECT ('RBHP') FILES 16 | - RBHP uses three files: a MIDI file, a songs.dta file, and an upgrades.dta file...however, you IGNORE the upgrades.dta file included with RBHP UNLESS you're bundling the RBHP Pro Guitar/Bass Upgrade. Any other RBHP upgrade you're bundling only needs the songs.dta and MIDI file for our purposes, even though it will include an upgrades.dta file 17 | - This is extremely important if you plan to bundle RBHP files with a non-RBHP pro guitar/bass upgrade 18 | 19 | If you want to combine all files in a RBHP song folder (usually *.mid, upgrades.dta and songs.dta), you can select all three and drag and drop all three at once to the right box 20 | 21 | Don't worry, Upgrade Bundler will yell at you if you break any of the many rules involved. So just try your luck and follow prompts if it yells at you 22 | 23 | Here are two important (and obvious) rules: 24 | - you can't add DTA files to the right box unless you have a song file on the left box (i.e. loose MIDIs don't need DTA files) 25 | - you can't use the same MIDI file on the left box and the right box (duh) 26 | 27 | If put a loose MIDI file on the left box and a pro upgrade file on the right, only the pro upgrade MIDI is bundled with the original MIDI and the upgrades.dta is discarded 28 | 29 | If you put a replacement (RBHP) songs.dta file on the right box, it will completely replace the original songs.dta file in the original song file. If you also have an upgrades.dta file, it is then merged into the replacement songs.dta file 30 | 31 | If both the original song and the pro upgrade file or upgrades.dta file have song IDs, Upgrade Bundler will yell at you if they don't match, to make sure you're not mixing one song's upgrades with another song's charts 32 | 33 | You can mix various MIDI files together, but if there are duplicate tracks, last in time applies = the last MIDI to be processed overwrites the prior one. I recommend only using separate MIDIs that don't have duplicate tracks, but it works fine with them as long as you remember the overwriting order 34 | 35 | If you're only bundling MIDI files, the final product will be found in the same folder as the original MIDI file, with (bundled) added to the name. Similarly, if you're bundling a song file, the final product will be found in the same folder as the original song file, with (bundled) added to the name. 36 | 37 | THE ORIGINAL FILES ARE NEVER MODIFIED! 38 | 39 | You can use CON or LIVE files, but the output will be an anonymous, signed CON file. Use CON Explorer to resign if you need the file as LIVE 40 | 41 | OPTIONS 42 | 43 | - Track overwriting options allow you to choose whether any MIDIs added to the right box will overwrite existing tracks (default behavior) or only add new tracks that aren't present 44 | - Ignore non-instrument tracks (default behavior) skips VENUE, BEAT, and EVENTS tracks. Unchecking it will also allow the MIDI files on the right box to overwrite/add these tracks 45 | - Clean-up after bundling files (default behavior) will delete all temporary files created by Upgrade Bundler. Uncheck to keep those files for your use 46 | 47 | If you're only bundling MIDI files, the process should take less than 5 seconds on most computers. If you're bundling song files, the process may take from 15 seconds to 5 minutes, depending on your computer 48 | 49 | Enjoy -------------------------------------------------------------------------------- /C3 Tools/bin/Debug/bin/help/qde: -------------------------------------------------------------------------------- 1 | Quick DTA Editor: A Quick How-To 2 | 3 | This tool is designed to expedite modifying the metadata for song files 4 | Often-time people ask 'how do I change x in the song?' 5 | Well, you can use this tool! 6 | Drag-and-drop or use the 'Open file' option to find your song file 7 | You can edit single songs or packs, but only songs.dta files, upgrades.dta files will not be opened by this tool 8 | 9 | What can you change? 10 | Everything that is controlled by the songs.dta file, which is all the metadata for the song 11 | 12 | The file is written in plain English so it's very easy to understand, but if you have questions, please feel free to post in our forums and someone will be happy to help you 13 | 14 | Just in case, our forums can be found at: http://forums.customscreators.com 15 | 16 | Once you've made all the changes to the DTA file, just exit out, and click 'Yes' to save changes 17 | This program will detect that you closed the file and will automatically replace the DTA file in the song package with the new one you just modified 18 | 19 | The program will then repack the file as an unlocked, signed CON file regardless of whether the input was CON or LIVE, so it will be ready to go in your Xbox 20 | 21 | A backup file is created in the same directory as the input file with '_backup' added to the name 22 | If any step goes wrong, the backup will be restored and you will not lose any data 23 | 24 | I hope this makes modifying songs even easier than before 25 | 26 | Enjoy -------------------------------------------------------------------------------- /C3 Tools/bin/Debug/bin/help/qpe: -------------------------------------------------------------------------------- 1 | Quick Pack Editor: A Quick How-To 2 | 3 | This tool is designed to make modifying existing song packs easy and quick 4 | 5 | Drag and drop a pack (CON / LIVE / DTA format) to the form or use the 'Open file' button 6 | This program will read through the songs.dta file and let you know how many songs it finds 7 | 8 | The songs are listed as 9 | 'X. Artist - Title (songid)' 10 | where X stands for the number of that entry in the songs.dta file 11 | 12 | All the songs listed in the Songs List will be LEFT in the pack 13 | Any songs you want to REMOVE from the pack, select and remove from the Songs List 14 | You can select multiple songs at once and just click 'Remove selected' once you've selected all the songs you wish to remove, or you can select and remove them one by one 15 | If you remove some songs and change your mind, click on 'Restore all' and the Songs List will be repopulated with all the original songs 16 | 17 | If you're editing a DTA file, Quick Pack Editor will disable most of its features and obviously will only allow you to edit and modify the DTA file, as there is no attached pack. 18 | 19 | If you're editing a pack and you only want to edit the contents of its DTA file and don't care about the song files being left in the pack, choose 'Edit DTA entries only' - this will remove the songs in game but will still take up the same hard drive space in your Xbox - this is the faster option 20 | The default behavior is to 'Edit DTA entries and pack contents', which will both remove the songs in the game as well as free up the space on your Xbox - this is the slower option 21 | 22 | In either case, how long it will take depends on your hard drive speed, your processor speed, and the size of the original and new packs 23 | 24 | If you would like, you can also modify the Package Title (what you see in your Xbox dashboard), the Package Description (what programs like this one see), the Package Image (the thumbnail you see in your Xbox dashboard) and the Content Image (only seen in programs like this one) 25 | 26 | Once you've made all the changes you want, press 'Begin' and watch the log 27 | 28 | Unless you get an error, assume that the program is working as intended 29 | The process can take from a few seconds to a few minutes depending on the factors mentioned above 30 | 31 | THIS TOOL WILL NOT ALLOW YOU TO ADD NEW SONGS TO AN EXISTING PACK 32 | The x360 library does not have a feature to add a new folder to an existing pack, so I can't do it here 33 | 34 | If you want to remove songs, this is your tool 35 | If you want to add songs, use Pack Creator from the C3 CON Tools main screen 36 | 37 | You can also convert a pack of songs into a multitude of individual CON files with one click - simply click on 'dePACK' and everything will be done for you 38 | Under Advanced -> dePACK options you can specify whether to use the song's album art for that CON's thumbnail (default) or to use the thumbnail from the source pack 39 | The individual CON files will keep the same game ID as the source pack, and will be converted to an unlocked, anonymous CON file automatically, ready to go on your Xbox 40 | 41 | You can also do run the dePACK process in batch mode by clicking on 'Batch dePACK' and pointing Quick Pack Editor at the folder that contains all your packs. This process may take a long time depending on how many packs you're dePACKaging, how big those packs are, and how fast your CPU and HDD are. 42 | 43 | All the dePACK options are also used when batch processing, so set those before you start Batch dePACK if you need to change settings from default 44 | 45 | Enjoy -------------------------------------------------------------------------------- /C3 Tools/bin/Debug/bin/help/rba: -------------------------------------------------------------------------------- 1 | CON Converter: How to Use 2 | 3 | This is a simple drag-drop and click process 4 | 5 | Put all the RBA and RBS files you want to convert in one folder, then drag and drop one of them to the program or use the 'Select Input Folder' button to browse for the folder 6 | 7 | Then press 'Begin' and let the program do its thing - that's it! 8 | 9 | CON Converter will convert both RBA and RBS files, from RBN1 and RBN2 10 | 11 | The default Display Title (what you see in the Xbox dashboard) follows the format Artist - Song. You can change this to use 'Song' or 'Song' by Artist formats by clicking on Options -> Display Title 12 | 13 | The default Package Thumbnail (what you see in the Xbox dashboard) is going to use the song's album art, if one is present. If you want to use the RB3 icon instead, you can choose that by going to Options -> Package Thumbnail 14 | 15 | CON Converter will remember the folder where you put the RBA files for quicker access next time, as well as the settings for Display Title and Package Thumbnail, so you don't have to worry about setting those everytime you use the program 16 | 17 | You can also use this tool to batch convert from LIVE to CON or CON to LIVE: 18 | 19 | You can drag and drop a CON file, and all files found in that folder will be converted to LIVE, and vice versa, if you drag and drop a LIVE file, all files found in that folder will be converted to CON 20 | 21 | You can also click on the LIVE <-> CON menu button and then select 'Batch convert LIVE to CON' or 'Batch convert CON to LIVE' 22 | 23 | Enjoy -------------------------------------------------------------------------------- /C3 Tools/bin/Debug/bin/help/sfie: -------------------------------------------------------------------------------- 1 | Save File Image Extractor: How to Use 2 | 3 | This tool allows you to look at a few things inside your Rock Band 3 save game file (Xbox 360, PS3 and Wii are supported) 4 | It also allows you to replace the existing character or art images, as well as rename your existing characters or rename your band (only Xbox 360 and PS3) 5 | 6 | Xbox 360 save game files are supported in CON format (typically named 'band3') - don't manually extract the save.dat file inside 7 | PS3 save game files are supported in *.dat format, but it MUST BE UNENCRYPTED before using here and MUST BE RE-ENCRYPTED after editing 8 | Wii save game files are supported in *.dat format (typically named 'band3.dat') 9 | 10 | To open your save game file, click on File -> Open file and select your file or drag and drop the file anywhere on the program 11 | 12 | To open an Xbox 360 CON file, nothing special is necessary. Open or drag and drop as instructed above 13 | 14 | To open a *.dat file, you should add _wii or _ps3 somewhere in the name of the file. This way the program knows and won't ask you which format it is in, and you can save a click. Then open or drag and drop as instructed above 15 | 16 | Xbox and PS3 character images are 256x512 and dictated the size of this program 17 | Wii character images are 128x256, and therefore look tiny in the program, but this way we keep image quality rather than stretching the images 18 | 19 | Five background images are provided for you. Just select from one of them in the backgrounds drop-down. You can then right click on your character image and export a composite image of the character image on top of the background, for some Photoshop-free image compositing 20 | 21 | You can change these backgrounds by replacing bg1.png, bg2.png, bg3.png, etc in the /res folder 22 | 23 | To export the character or art image you're looking at, click on the respective Export button 24 | To export all images found in that save game file, click on File -> Export all images 25 | 26 | 27 | XBOX 360 / PS3 ONLY 28 | 29 | To rename your band, just change the name in the text box 30 | 31 | To rename an existing character, select it on the drop-down menu and just click on Rename 32 | 33 | To replace an existing character image, select it on the drop-down menu and just drag and drop a .png file over it or click on the 'Replace' button 34 | --- This is the image you see in game when selecting characters. It will stay until you go and 'edit' your character, even if you back out with no changes to your character, the game overwrites it 35 | 36 | To replace an existing art image, select it on the drop-down menu and just drag and drop an image file over it or click on the 'Replace' button 37 | --- These are the images used for your band logo, t-shirt designs, tattoos, etc. They stay even if you go into 'edit' artwork, as long as you back out and don't modify it in game 38 | 39 | Once you've made all the changes you want to make, go to File -> Save changes to file and that's all there is to it, replace it back in your console and you're good to go 40 | 41 | Adding of new character / art images is not possible at this time 42 | 43 | WARNING - MUST READ! 44 | Editing is somewhat buggy for Xbox 360: It works with some files and it refuses to work with others 45 | The edited band3 file should be exactly 8,824 KB (8.22 MB). If so, it is likely the process worked 46 | If the file size is different, it definitely did not work, do not even try it on your Xbox 47 | If a fix is found, the program will be updated. Your mileage may vary in the meantime 48 | 49 | Enjoy -------------------------------------------------------------------------------- /C3 Tools/bin/Debug/bin/help/si: -------------------------------------------------------------------------------- 1 | Stems Isolator: How To Use 2 | 3 | Either drag-and-drop the file or click on the ... button to select a file 4 | At this point, only single songs are allowed, no packs (sorry!) - you can use Quick Pack Editor's dePACK feature to easily split packed songs into individual CONs 5 | 6 | Stems Isolator will read the DTA file and determine which audio tracks can be isolated... 7 | Select the track(s) you want to isolate, choose a Mode and click 'Begin' 8 | 9 | Stems Isolator has three modes: 10 | 11 | Split audio to stems: 12 | - with this option, Stems Isolator will take either a decrypted mogg - or an encrypted mogg if you have entered the necessary credentials and the mogg is one that Stems Isolator can decrypt - and it will automatically split the audio into the stems you have selected 13 | - you can select one or multiple or all the stems available in the audio 14 | - in this mode, you can click on Audio Format and select WAV (default) or OGG as the format to encode the isolated stems 15 | 16 | Downmix to stereo: 17 | - with this option enabled, Stems Isolator will take the DTA attenuation and panning values and downmix the multitrack audio into a stereo file 18 | - in this mode, you can click on Audio Format and select WAV (default) or OGG as the format to encode the stereo file 19 | 20 | Prepare CON for recording: 21 | - this prepares a CON file to be used for inline recording on your Xbox 22 | - Stems Isolator will make a copy of your input file and work on that 23 | - it will create the necessary songs.dta edits and rebuild the song as an anonymous, signed CON file ready to go on your Xbox 24 | - yes, it will only be one CON file, all variations will be accounted for in the songs.dta file 25 | 26 | Enjoy -------------------------------------------------------------------------------- /C3 Tools/bin/Debug/bin/help/vi: -------------------------------------------------------------------------------- 1 | Visualizer: How To Use 2 | 3 | You can create an image in one of two ways: 4 | 5 | 1) Manual: 6 | Type in all the information, click on the appropriate icons, drag-and-drop the album art to the box on the left (most formats are allowed, including the more exotic .dds and .png_xbox) 7 | Hover over almost anything in Visualizer to get a tip on how to use it 8 | 9 | 2) Automatic: 10 | Click on 'Load Song' and select a CON or LIVE file 11 | You can also just drag and drop a CON or LIVE file on this form 12 | Visualizer will try to load everything it can from the file supplied, but you may need to fill in some fields (mostly for RB1 era files) 13 | 14 | The small rectangle on the bottom left is for you to drag / drop your user logo if you wish to use one 15 | This will be overlaid on top of the album art, and can be moved around by clicking on it 16 | 17 | Visualizer now includes several pre-made Holiday Themes! 18 | These will be automatically enabled by Visualizer based on the time of year, all you got to do is click on the Holiday Button to enable / disable the theme 19 | 20 | To use the Holiday Theme at different times of year, click on the plus icon and select one of the available themes 21 | 22 | You can also create your own themes! 23 | You need two files, one called 'theme_overlay.png' and one called 'theme_button.png' - use the included themes as reference 24 | Your files must match the dimensions of the included themes and be .png (with transparency) 25 | Replace 'theme' with the name of your holiday or whatever you want 26 | Place those two in the /res folder - that's it! Visualizer will show those themes next time you click on the plus icon 27 | 28 | C3 Authors must make sure to get admin approval if they're planning to use any custom designs 29 | 30 | You can choose between Myriad Pro (default), Calibri, Tahoma and Times New Roman fonts 31 | 32 | To use a custom font, create a text file named font.txt and place it in the /res folder. Enter one line of text that says FontName=Name Here and save it Visualizer will load that and make it the default font, but you can still choose any of the other fonts mentioned above. 33 | Make sure the font name is spelled correctly (case sensitive) and is actually installed on your system. 34 | 35 | VISUALIZER WILL ONLY WORK WITH SINGLE SONGS, NO PACKS, NO PRO UPGRADES 36 | 37 | Enjoy -------------------------------------------------------------------------------- /C3 Tools/bin/Debug/bin/help/vp: -------------------------------------------------------------------------------- 1 | Video Preparer: How To Use 2 | 3 | First, put all of your files in one folder, default is 'videoprep_input' in the same directory as this program 4 | Click on 'Select Input Folder' if your files are in a different folder, 5 | or you can drag and drop one of the files into anywhere in this form 6 | 7 | Input files can be 8 | 1) individual songs 9 | 2) existing song packs or exports 10 | 11 | Title for the pack is automatically entered but you can change it at will 12 | 13 | Check the desired options ... defaults are strongly recommended, options are self-explanatory 14 | 15 | Press 'Begin' and choose a location and file name for your pack 16 | As long as the progress bar is animated, the program is working hard for you. 17 | Be patient, it might take a while. 18 | 19 | Enjoy -------------------------------------------------------------------------------- /C3 Tools/bin/Debug/bin/help/wii: -------------------------------------------------------------------------------- 1 | Wii Converter: How To Use 2 | 3 | Before using this program, make sure you understand what you need to do and what files you need to use customs on your Wii 4 | 5 | Click on the 'Tutorial' link in the menu bar to open our How-To on the process 6 | 7 | You can either select the folder where your CON file(s) are, or just drag and drop one of them anywhere on this form 8 | This program will batch process all CON files in that folder at once 9 | 10 | Song previews are optional but highly recommended 11 | Wii Converter will do it all for you, just leave 'Create automatically' enabled under the preview clip options 12 | Wii converter will start the preview clip at the time set by the song author 13 | You can change the duration of the clip up to 30 seconds, as well as adjust the fade in and fade out durations (0 for none), and the attenuation value (up to -5dB) 14 | Wii Converter uses Sox to process the mogg file when creating the preview clip. The default setting is to allow Sox to down mix the channels to stereo automatically. You can change this behavior and tell Sox to create a dual mono channel 'stereo' file by going to Options -> Preview clip mixing method 15 | 16 | If you plan to distribute the converted Wii files, select 'Create RAR archive for each song' and each song's files will be compressed into a RAR file, along with an instructions file 17 | 18 | ---------- 19 | 20 | If you've downloaded songs already converted for Wii and want to merge it with another song using the same BIN number, click on the Smart Folder Merge tab. 21 | 22 | Click on 'Choose source song folder' to select either the _meta or _song folder for the new song, then choose the existing song you'd like to merge with 23 | 24 | Smart Folder Merge will combine all the files for you and merge the song.dta files 25 | You can also just drag/drop the new song's _meta or _song folder here to start the Smart Folder Merge function 26 | 27 | I hope this saves you some time 28 | 29 | Check 'Use basic animation file' to replace the song's animation file ('.milo_wii') with one that is known to work (named 'dummy.milo_wii' and found in the /bin folder) 30 | 31 | Check 'Delete source folders after merging' to send the source song's _meta and _song folders to the Recycle Bin after a successful merge 32 | 33 | Huge thanks to StackOverflow0x for figuring out how to get customs working on Wii! 34 | Thanks to Wiimm for wimgt.exe, without which we could not convert the png_wii files 35 | Thanks to GM for the AlbumMake code we use to create the png_wii wiles 36 | 37 | Enjoy -------------------------------------------------------------------------------- /C3 Tools/bin/Debug/bin/jpeg62.dll: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/RBTools/CON-Tools/14dd538ee929093808b67e96691620321d41aa54/C3 Tools/bin/Debug/bin/jpeg62.dll -------------------------------------------------------------------------------- /C3 Tools/bin/Debug/bin/klic.txt: -------------------------------------------------------------------------------- 1 | //DO NOT CHANGE THE FORMATTING OF THIS DOCUMENT 2 | //YOU MAY CHANGE THE LICENSE OR CONTENTID 3 | //BUT LEAVE IT AS FORMATTED NOW OR WILL FAIL 4 | //NTSC ContentID: 5 | UP8802-BLUS30463_00-RBHMXBANDCCFF0D6 6 | //NTSC KLIC License Key 7 | 0B72B62DABA8CAFDA3352FF979C6D5C2 8 | //PAL ContentID: 9 | EP0006-BLES00986_00-RBHMXBANDCCFF0D6 10 | //PAL KLIC License Key 11 | 0B72B62DABA8CAFDA3352FF979C6D5C2 -------------------------------------------------------------------------------- /C3 Tools/bin/Debug/bin/libgcc_s_dw2-1.dll: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/RBTools/CON-Tools/14dd538ee929093808b67e96691620321d41aa54/C3 Tools/bin/Debug/bin/libgcc_s_dw2-1.dll -------------------------------------------------------------------------------- /C3 Tools/bin/Debug/bin/libpng12.dll: 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-------------------------------------------------------------------------------- 1 | SetlistName=RB4 Amazon Exclusives 2 | Console=Xbox One 3 | SongCount=4 4 | PackageCount=0 5 | CacheFormat=RB_4 6 | Artist=Alabama Shakes 7 | Name=Don't Wanna Fight 8 | Album=Sound & Color 9 | TrackNumber=2 10 | Master=True 11 | YearRecorded=2015 12 | YearReleased=2015 13 | Genre=Southern Rock 14 | Rating=4 15 | VocalGender=Male 16 | VocalParts=1 17 | DrumsDiff=2 18 | BassDiff=2 19 | ProBassDiff=0 20 | GuitarDiff=3 21 | ProGuitarDiff=0 22 | KeysDiff=0 23 | ProKeysDiff=0 24 | VocalsDiff=7 25 | BandDiff=4 26 | SongLength=233000 27 | ShortName=rb4_amzn_0 28 | SongID=4066 29 | Source=rb4_dlc 30 | SongPath= 31 | PreviewStart=0 32 | PreviewEnd=0 33 | GameVersion=0 34 | ScrollSpeed=0 35 | TonicNote=0 36 | Tonality=0 37 | PercussionBank= 38 | DrumBank= 39 | DoNotPrint=False 40 | ProBassTuning= 41 | ProGuitarTuning= 42 | Artist=Breaking Benjamin 43 | Name=Failure 44 | Album=Dark Before Dawn 45 | TrackNumber=2 46 | Master=True 47 | YearRecorded=2015 48 | YearReleased=2015 49 | Genre=Rock 50 | Rating=4 51 | VocalGender=Male 52 | VocalParts=3 53 | DrumsDiff=4 54 | BassDiff=4 55 | ProBassDiff=0 56 | GuitarDiff=4 57 | ProGuitarDiff=0 58 | KeysDiff=0 59 | ProKeysDiff=0 60 | VocalsDiff=3 61 | BandDiff=4 62 | SongLength=215000 63 | ShortName=rb4_amzn_1 64 | SongID=4067 65 | Source=rb4_dlc 66 | SongPath= 67 | PreviewStart=0 68 | PreviewEnd=0 69 | GameVersion=0 70 | ScrollSpeed=0 71 | TonicNote=0 72 | Tonality=0 73 | PercussionBank= 74 | DrumBank= 75 | DoNotPrint=False 76 | ProBassTuning= 77 | ProGuitarTuning= 78 | Artist=Death From Above 1979 79 | Name=Trainwreck 1979 80 | Album=The Physical World 81 | TrackNumber=7 82 | Master=True 83 | YearRecorded=2014 84 | YearReleased=2014 85 | Genre=Rock 86 | Rating=4 87 | VocalGender=Male 88 | VocalParts=3 89 | DrumsDiff=4 90 | BassDiff=3 91 | ProBassDiff=0 92 | GuitarDiff=4 93 | ProGuitarDiff=0 94 | KeysDiff=0 95 | ProKeysDiff=0 96 | VocalsDiff=3 97 | BandDiff=4 98 | SongLength=226000 99 | ShortName=rb4_amzn_2 100 | SongID=4068 101 | Source=rb4_dlc 102 | SongPath= 103 | PreviewStart=0 104 | PreviewEnd=0 105 | GameVersion=0 106 | ScrollSpeed=0 107 | TonicNote=0 108 | Tonality=0 109 | PercussionBank= 110 | DrumBank= 111 | DoNotPrint=False 112 | ProBassTuning= 113 | ProGuitarTuning= 114 | Artist=The Pretty Reckless 115 | Name=Follow Me Down 116 | Album=Going to Hell 117 | TrackNumber=1 118 | Master=True 119 | YearRecorded=2014 120 | YearReleased=2014 121 | Genre=Rock 122 | Rating=4 123 | VocalGender=Female 124 | VocalParts=2 125 | DrumsDiff=5 126 | BassDiff=3 127 | ProBassDiff=0 128 | GuitarDiff=3 129 | ProGuitarDiff=0 130 | KeysDiff=0 131 | ProKeysDiff=0 132 | VocalsDiff=4 133 | BandDiff=4 134 | SongLength=280000 135 | ShortName=rb4_amzn_3 136 | SongID=4069 137 | Source=rb4_dlc 138 | SongPath= 139 | PreviewStart=0 140 | PreviewEnd=0 141 | GameVersion=0 142 | ScrollSpeed=0 143 | TonicNote=0 144 | Tonality=0 145 | PercussionBank= 146 | DrumBank= 147 | DoNotPrint=False 148 | ProBassTuning= 149 | ProGuitarTuning= 150 | -------------------------------------------------------------------------------- /C3 Tools/bin/Debug/bin/sox.exe: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/RBTools/CON-Tools/14dd538ee929093808b67e96691620321d41aa54/C3 Tools/bin/Debug/bin/sox.exe -------------------------------------------------------------------------------- /C3 Tools/bin/Debug/bin/template.dta: -------------------------------------------------------------------------------- 1 | (prequeltothesequel#SHORT_ID 2 | (name "Prequel to the Sequel #STEM_NAME") 3 | (artist "Between the Buried and Me") 4 | (master TRUE) 5 | (context 441) 6 | (song 7 | (name songs/prequeltothesequel/prequeltothesequel) 8 | (tracks 9 | ((drum (0 1 2 3 4 5)) 10 | (bass 6) 11 | (guitar (7 8)) 12 | (vocals (9 10)) 13 | ) 14 | ) 15 | ; K SN CYMBALS BS GUITAR VOCALS TRACKS 16 | (pans ( -1.0 1.0 -1.0 1.0 -1.0 1.0 0.0 -1.0 1.0 -1.0 1.0 -1.0 1.0 )) 17 | (vols (#VOLS)) 18 | (cores ( -1 -1 -1 -1 -1 -1 -1 1 1 -1 -1 -1 -1 )) 19 | (drum_solo 20 | (seqs (kick.cue snare.cue tom1.cue tom2.cue crash.cue)) 21 | ) 22 | (drum_freestyle 23 | (seqs (kick.cue snare.cue hat.cue ride.cue crash.cue)) 24 | ) 25 | (midi_file songs/prequeltothesequel/prequeltothesequel.mid) 26 | (hopo_threshold 125) 27 | ) 28 | (song_scroll_speed 2300) 29 | (bank sfx/tambourine_bank.milo) 30 | (anim_tempo kTempoMedium) 31 | (preview 89327 119327) 32 | (rank 33 | (drum 500) 34 | (guitar 418) 35 | (bass 465) 36 | (vocals 101) 37 | (band 400) 38 | ) 39 | (genre prog) 40 | (decade the00s) 41 | (vocal_gender male) 42 | (format 3) 43 | (version 2) ; Only modified by coders! 44 | (fake {== $SONG_VERSION 0}) 45 | (downloaded TRUE) 46 | (album_art TRUE) ; if TRUE, the actual album art will be required 47 | (year_released 2007) 48 | (album_name "Colors") ; OPTIONAL (e.g. for covers) 49 | ('album_track_number' #TRACK) 50 | ;(pack_name "^^^Moonwalk (or die...) 3-pack^^^") ; OPTIONAL 51 | (base_points 791141) 52 | ) 53 | -------------------------------------------------------------------------------- /C3 Tools/bin/Debug/bin/tool/core.cfg: -------------------------------------------------------------------------------- 1 | [JVM Memory Config] 2 | MinMemory 64m 3 | MaxMemory 1024m -------------------------------------------------------------------------------- /C3 Tools/bin/Debug/bin/tool/core.jar: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/RBTools/CON-Tools/14dd538ee929093808b67e96691620321d41aa54/C3 Tools/bin/Debug/bin/tool/core.jar -------------------------------------------------------------------------------- /C3 Tools/bin/Debug/bin/tool/sfk.exe: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/RBTools/CON-Tools/14dd538ee929093808b67e96691620321d41aa54/C3 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You need to set this yourself to properly change the name path in songs.dta. 11 | 12 | The next eight zeroes become the app file it packs to. It will be the first number in hex, assuming the custom sZWE generation is used. 13 | 14 | Use the Smart Folder Merge feature in C3 CON Tools' Wii Converter to combine these song folders into one file. 15 | 16 | Wii Customs Tutorial (10.1.2013) 17 | http://forums.customscreators.com/viewtopic.php?f=21&t=375#p2470 -------------------------------------------------------------------------------- /C3 Tools/bin/Debug/bin/wimgt.exe: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/RBTools/CON-Tools/14dd538ee929093808b67e96691620321d41aa54/C3 Tools/bin/Debug/bin/wimgt.exe -------------------------------------------------------------------------------- /C3 Tools/bin/Debug/bin/zlib1.dll: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/RBTools/CON-Tools/14dd538ee929093808b67e96691620321d41aa54/C3 Tools/bin/Debug/bin/zlib1.dll 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| namespace C3Tools.zlib 2 | { 3 | sealed class Adler32 4 | { 5 | 6 | // largest prime smaller than 65536 7 | private const int BASE = 65521; 8 | // NMAX is the largest n such that 255n(n+1)/2 + (n+1)(BASE-1) <= 2^32-1 9 | private const int NMAX = 5552; 10 | 11 | internal long adler32(long adler, byte[] buf, int index, int len) 12 | { 13 | if (buf == null) 14 | { 15 | return 1L; 16 | } 17 | 18 | var s1 = adler & 0xffff; 19 | var s2 = (adler >> 16) & 0xffff; 20 | 21 | while (len > 0) 22 | { 23 | var k = len < NMAX?len:NMAX; 24 | len -= k; 25 | while (k >= 16) 26 | { 27 | s1 += (buf[index++] & 0xff); s2 += s1; 28 | s1 += (buf[index++] & 0xff); s2 += s1; 29 | s1 += (buf[index++] & 0xff); s2 += s1; 30 | s1 += (buf[index++] & 0xff); s2 += s1; 31 | s1 += (buf[index++] & 0xff); s2 += s1; 32 | s1 += (buf[index++] & 0xff); s2 += s1; 33 | s1 += (buf[index++] & 0xff); s2 += s1; 34 | s1 += (buf[index++] & 0xff); s2 += s1; 35 | s1 += (buf[index++] & 0xff); s2 += s1; 36 | s1 += (buf[index++] & 0xff); s2 += s1; 37 | s1 += (buf[index++] & 0xff); s2 += s1; 38 | s1 += (buf[index++] & 0xff); s2 += s1; 39 | s1 += (buf[index++] & 0xff); s2 += s1; 40 | s1 += (buf[index++] & 0xff); s2 += s1; 41 | s1 += (buf[index++] & 0xff); s2 += s1; 42 | s1 += (buf[index++] & 0xff); s2 += s1; 43 | k -= 16; 44 | } 45 | if (k != 0) 46 | { 47 | do 48 | { 49 | s1 += (buf[index++] & 0xff); s2 += s1; 50 | } 51 | while (--k != 0); 52 | } 53 | s1 %= BASE; 54 | s2 %= BASE; 55 | } 56 | return (s2 << 16) | s1; 57 | } 58 | 59 | } 60 | } -------------------------------------------------------------------------------- /C3 Tools/zlib/StaticTree.cs: -------------------------------------------------------------------------------- 1 | namespace C3Tools.zlib 2 | { 3 | sealed class StaticTree 4 | { 5 | private const int MAX_BITS = 15; 6 | 7 | private const int BL_CODES = 19; 8 | private const int D_CODES = 30; 9 | private const int LITERALS = 256; 10 | private const int LENGTH_CODES = 29; 11 | private const int L_CODES = (LITERALS + 1 + LENGTH_CODES); 12 | 13 | // Bit length codes must not exceed MAX_BL_BITS bits 14 | internal const int MAX_BL_BITS = 7; 15 | 16 | internal static readonly short[] static_ltree = new short[]{12, 8, 140, 8, 76, 8, 204, 8, 44, 8, 172, 8, 108, 8, 236, 8, 28, 8, 156, 8, 92, 8, 220, 8, 60, 8, 188, 8, 124, 8, 252, 8, 2, 8, 130, 8, 66, 8, 194, 8, 34, 8, 162, 8, 98, 8, 226, 8, 18, 8, 146, 8, 82, 8, 210, 8, 50, 8, 178, 8, 114, 8, 242, 8, 10, 8, 138, 8, 74, 8, 202, 8, 42, 8, 170, 8, 106, 8, 234, 8, 26, 8, 154, 8, 90, 8, 218, 8, 58, 8, 186, 8, 122, 8, 250, 8, 6, 8, 134, 8, 70, 8, 198, 8, 38, 8, 166, 8, 102, 8, 230, 8, 22, 8, 150, 8, 86, 8, 214, 8, 54, 8, 182, 8, 118, 8, 246, 8, 14, 8, 142, 8, 78, 8, 206, 8, 46, 8, 174, 8, 110, 8, 238, 8, 30, 8, 158, 8, 94, 8, 222, 8, 62, 8, 190, 8, 126, 8, 254, 8, 1, 8, 129, 8, 65, 8, 193, 8, 33, 8, 161, 8, 97, 8, 225, 8, 17, 8, 145, 8, 81, 8, 209, 8, 49, 8, 177, 8, 113, 8, 241, 8, 9, 8, 137, 8, 73, 8, 201, 8, 41, 8, 169, 8, 105, 8, 233, 8, 25, 8, 153, 8, 89, 8, 217, 8, 57, 8, 185, 8, 121, 8, 249, 8, 5, 8, 133, 8, 69, 8, 197, 8, 37, 8, 165, 8, 101, 8, 229, 8, 21, 8, 149, 8, 85, 8, 213, 8, 53, 8, 181, 8, 117, 8, 245, 8, 13, 8, 141, 8, 77, 8, 205, 8, 45, 8, 173, 8, 109, 8, 237, 8, 29, 8, 157, 8, 93, 8, 221, 8, 61, 8, 189, 8, 125, 8, 253, 8, 19, 9, 275, 9, 147, 9, 403, 9, 83, 9, 339, 9, 211, 9, 467, 9, 51, 9, 307, 9, 179, 9, 435, 9, 115, 9, 371, 9, 243, 9, 499, 9, 11, 9, 267, 9, 139, 9, 395, 9, 75, 9, 331, 9, 203, 9, 459, 9, 43, 9, 299, 9, 171, 9, 427, 9, 107, 9, 363, 9, 235, 9, 491, 9, 27, 9, 283, 9, 155, 9, 411, 9, 91, 9, 347, 9, 219, 9, 475, 9, 59, 9, 315, 9, 187, 9, 443, 9, 123, 9, 379, 9, 251, 9, 507, 9, 7, 9, 263, 9, 135, 9, 391, 9, 71, 9, 327, 9, 199, 9, 455, 9, 39, 9, 295, 9, 167, 9, 423, 9, 103, 9, 359, 9, 231, 9, 487, 9, 23, 9, 279, 9, 151, 9, 407, 9, 87, 9, 343, 9, 215, 9, 471, 9, 55, 9, 311, 9, 183, 9, 439, 9, 119, 9, 375, 9, 247, 9, 503, 9, 15, 9, 271, 9, 143, 9, 399, 9, 79, 9, 335, 9, 207, 9, 463, 9, 47, 9, 303, 9, 175, 9, 431, 9, 111, 9, 367, 9, 239, 9, 495, 9, 31, 9, 287, 9, 159, 9, 415, 9, 95, 9, 351, 9, 223, 9, 479, 9, 63, 9, 319, 9, 191, 9, 447, 9, 127, 9, 383, 9, 255, 9, 511, 9, 0, 7, 64, 7 17 | , 32, 7, 96, 7, 16, 7, 80, 7, 48, 7, 112, 7, 8, 7, 72, 7, 40, 7, 104, 7, 24, 7, 88, 7, 56, 7, 120, 7, 4, 7, 68, 7, 36, 7, 100, 7, 20, 7, 84, 7, 52, 7, 116, 7, 3, 8, 131, 8, 67, 8, 195, 8, 35, 8, 163, 8, 99, 8, 227, 8}; 18 | 19 | internal static readonly short[] static_dtree = new short[]{0, 5, 16, 5, 8, 5, 24, 5, 4, 5, 20, 5, 12, 5, 28, 5, 2, 5, 18, 5, 10, 5, 26, 5, 6, 5, 22, 5, 14, 5, 30, 5, 1, 5, 17, 5, 9, 5, 25, 5, 5, 5, 21, 5, 13, 5, 29, 5, 3, 5, 19, 5, 11, 5, 27, 5, 7, 5, 23, 5}; 20 | 21 | internal static StaticTree static_l_desc; 22 | 23 | internal static StaticTree static_d_desc; 24 | 25 | internal static StaticTree static_bl_desc; 26 | 27 | internal short[] static_tree; // static tree or null 28 | internal int[] extra_bits; // extra bits for each code or null 29 | internal int extra_base; // base index for extra_bits 30 | internal int elems; // max number of elements in the tree 31 | internal int max_length; // max bit length for the codes 32 | 33 | internal StaticTree(short[] static_tree, int[] extra_bits, int extra_base, int elems, int max_length) 34 | { 35 | this.static_tree = static_tree; 36 | this.extra_bits = extra_bits; 37 | this.extra_base = extra_base; 38 | this.elems = elems; 39 | this.max_length = max_length; 40 | } 41 | static StaticTree() 42 | { 43 | static_l_desc = new StaticTree(static_ltree, Tree.extra_lbits, LITERALS + 1, L_CODES, MAX_BITS); 44 | static_d_desc = new StaticTree(static_dtree, Tree.extra_dbits, 0, D_CODES, MAX_BITS); 45 | static_bl_desc = new StaticTree(null, Tree.extra_blbits, 0, BL_CODES, MAX_BL_BITS); 46 | } 47 | } 48 | } -------------------------------------------------------------------------------- /C3 Tools/zlib/ZInputStream.cs: -------------------------------------------------------------------------------- 1 | namespace C3Tools.zlib 2 | { 3 | public class ZInputStream:System.IO.BinaryReader 4 | { 5 | internal void InitBlock() 6 | { 7 | flush = zlibConst.Z_NO_FLUSH; 8 | buf = new byte[bufsize]; 9 | } 10 | virtual public int FlushMode 11 | { 12 | get 13 | { 14 | return (flush); 15 | } 16 | 17 | set 18 | { 19 | flush = value; 20 | } 21 | 22 | } 23 | /// Returns the total number of bytes input so far. 24 | virtual public long TotalIn 25 | { 26 | get 27 | { 28 | return z.total_in; 29 | } 30 | 31 | } 32 | /// Returns the total number of bytes output so far. 33 | virtual public long TotalOut 34 | { 35 | get 36 | { 37 | return z.total_out; 38 | } 39 | 40 | } 41 | 42 | protected ZStream z = new ZStream(); 43 | protected int bufsize = 512; 44 | protected int flush; 45 | protected byte[] buf, buf1 = new byte[1]; 46 | protected bool compress; 47 | 48 | internal System.IO.Stream in_Renamed = null; 49 | 50 | public ZInputStream(System.IO.Stream in_Renamed):base(in_Renamed) 51 | { 52 | InitBlock(); 53 | this.in_Renamed = in_Renamed; 54 | z.inflateInit(); 55 | compress = false; 56 | z.next_in = buf; 57 | z.next_in_index = 0; 58 | z.avail_in = 0; 59 | } 60 | 61 | public ZInputStream(System.IO.Stream in_Renamed, int level):base(in_Renamed) 62 | { 63 | InitBlock(); 64 | this.in_Renamed = in_Renamed; 65 | z.deflateInit(level); 66 | compress = true; 67 | z.next_in = buf; 68 | z.next_in_index = 0; 69 | z.avail_in = 0; 70 | } 71 | 72 | public override int Read() 73 | { 74 | if (read(buf1, 0, 1) == - 1) 75 | return (- 1); 76 | return (buf1[0] & 0xFF); 77 | } 78 | 79 | internal bool nomoreinput = false; 80 | 81 | public int read(byte[] b, int off, int len) 82 | { 83 | if (len == 0) 84 | return (0); 85 | int err; 86 | z.next_out = b; 87 | z.next_out_index = off; 88 | z.avail_out = len; 89 | do 90 | { 91 | if ((z.avail_in == 0) && (!nomoreinput)) 92 | { 93 | // if buffer is empty and more input is avaiable, refill it 94 | z.next_in_index = 0; 95 | z.avail_in = SupportClass.ReadInput(in_Renamed, buf, 0, bufsize); //(bufsize