camelot
Smash Ace
Will it ever be possible to change sound effects? That would be awesome...
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Yes. Indexed textures are supported. If the image is not indexed, you can specify an indexed format (CI4/CI8), and it will generate the palette. However, the palette generation process is a little slow, and I don't know how well it compares with say, Photoshop. Something else to get to eventually...Can you replace indexed textures yet?
Short answer, yes.Will it ever be possible to change sound effects? That would be awesome...
to follow up on the sfx question, do you think we could possibly replace voices in packs? i'd really like to have a program that lets compile an archive that lets us choose which JP voices we want and which american voices we want. i want american snake.. and everyone else japanese.Sorry, I completely missed these posts!
Yes. Indexed textures are supported. If the image is not indexed, you can specify an indexed format (CI4/CI8), and it will generate the palette. However, the palette generation process is a little slow, and I don't know how well it compares with say, Photoshop. Something else to get to eventually...
Short answer, yes.
Long answer: The node structure allows the files to be mapped in memory, and each resource holds a reference to that data in-memory. When a file is saved, it is re-built using the original file strictly as a data reference. So, it's a matter of interpreting the data properly, and then re-creating the brsar file from scratch. Using mapped files, this can be accomplished with very little memory overhead. The new version was designed with the brsar file in mind, because I knew that eventually I would head in that direction.
Before I get to sound effects though, I want to get MDL files in line.
Theoretically yes, it's possible. Keep in mind that ANY of these data files can be changed/rebuilt. It's just a matter of understanding the data and being able to re-create the files properly. That's kind of the idea behind this program.to follow up on the sfx question, do you think we could possibly replace voices in packs? i'd really like to have a program that lets compile an archive that lets us choose which JP voices we want and which american voices we want. i want american snake.. and everyone else japanese.![]()
Although I have thought about opening up the source, I don't think I'll do that any time soon. The program is still in its early stages, and it might be a little messy/confusing.Kryal, would you be interested in setting up a SVN someplace allowing for other developers to help with SmashBox?
While I have no interest in textures, I had to write my own parser to extract-inject the song titles from info.pac, and I have a interest in the non-texture data often found inside pac files.
I tested my parser/repacker by seeing if your tool could still open my files XD
The Image Size field on the bottom of the form is the total data size of the resulting texture, and allows you to compare the texture formats. It is calculated as follows:But it's always bigger than the original one. The MIP level is 1, and the format and resolution are also the same. But the final product is always bigger than the original one; even if I replaced with the extracted original png. What's the problem? The lowest file size I get is 0x2C0
SmashBox will allow you to see the file IDs and types of any pac/pcs entry, but doesn't allow you to export them. I turned this off for a number of reasons. Most files in an archive are dependent on each-other, and require some conversion when exporting them. It's not very useful to have a raw texture file, because nothing can view/edit it. On top of that, if it's an indexed texture you can't link the texture to a palette in raw format either.I have a question about PAC files.
I have a parser that can pick out the files and id's in a pac file, but if there anything special about the padding between them?
EDIT
I figured out the block alignment stuffs.
EDIT
I am going to take my hand in trying to decode some of the non-texture files that no one else seems to want to mess with.
I will post how to parse each file type with example code in python so you can implement reading them in SmashBox. Can you implement dumping/replacement of unknown files?
Make sure that when you save the pac, you also save it as a pcs. You can do this with File -> Save As. I haven't tested anything with Yoshi, so maybe something is off. Are you replacing all the textures?Kryal, I have a problem:
First of all; God bless you for this amazing program you have made and to the point that you aren't finished with it yet, you are amazing!
Now, when I edit like fitYoshi00.pac and save all pngs or replace them with the same format, I save as pcs and put it in my sd.
when I play the game, I select yoshi and it froze. I also opened a yoshi's pcs and did the same thing and saved as pcs. the character works but when I use final smash it freezes! I used ASH for that same goal and it worked perfectly… sorry, but why is smashbox like this? Any help?
Well, once I did; all. Even the wings. I had the same goal and tried with ASH and w/o the wings and it worked great, I think it would be the wings. Are the wings paletted? I find the problem only within the wings. hmm...Make sure that when you save the pac, you also save it as a pcs. You can do this with File -> Save As. I haven't tested anything with Yoshi, so maybe something is off. Are you replacing all the textures?
It's the CHR0 and CLR0 animations. They use embedded strings (like everything else), and I don't have support for them yet. I also found a new entry in the ARC file headers. I'll work on this.Well, once I did; all. Even the wings. I had the same goal and tried with ASH and w/o the wings and it worked great, I think it would be the wings. Are the wings paletted? I find the problem only within the wings. hmm...
It works great! Thx Kryal! It solved my problem! Now I await what new things you will provide!Marshall, I released a minor update in response to your issue. This should allow you to safely replace textures in files that include CHR0 and CLR0 animations. The problem was in the embedded strings and the program not re-generating them upon saving. A bit more support for these file types has been added, but so far no major changes.
Haha! Same problem as the others it seems. There is still a good amount of discovering that needs to go on. I'll work on it.I got another problem lolz... does SMASHBOX work with stages? I simply edited the underground SMB stage and replace two textures saving with the same CMPR format. I wanted to test it out so I selected it and it froze. why?
Hmm. Were you using v0.53 earlier without problems, or was it a different version? Does it crash on all files or just a few? Maybe send me a screen shot and I can look at it.A problem: Smash Box crashes whenever I try to open anything in it. It worked just fine (it worked fine earlier today, in fact) but now it opens up a window basically saying it can't be opened.
It crashed when I tried to open up a .pcs file (really just using it to convert .pcs files to .pac files :3), but that crashed. I tried opening up the only other file type I had that it would support (.pac) and that crashed.Hmm. Were you using v0.53 earlier without problems, or was it a different version? Does it crash on all files or just a few? Maybe send me a screen shot and I can look at it.
The program uses file mapping to decode data, and there are a lot of things that can go wrong. Also, it doesn't have any integrity checks. I just expects things to be where they should be. The only explanation for it working previously and not now is most likely in the files, because the program has no system dependencies outside of the .NET Framework.It crashed when I tried to open up a .pcs file (really just using it to convert .pcs files to .pac files :3), but that crashed. I tried opening up the only other file type I had that it would support (.pac) and that crashed.
There was an error in parsing the Model Normals for that file. I kind of forgot about the fact that some files use different data types for their vertices and colors. I've never run into a file that had this problem, but it's entirely possible.at SmashBox.NewNodes.MDL0NormalNode.OnInit()
A .pcs file for a Luigi texture I found. Syntax Error's Mr. L texture. That's where the problem first showed up. I tried opening it in SmashBox to convert it to a .pac in order to put it in Brawl, but the error showed up. I thought there was something wrong with the texture, so I found another Mr. L texture and moved on. The problem resurfaced later when I tried opened a Wario texture for converting to a .pacThere was an error in parsing the Model Normals for that file. I kind of forgot about the fact that some files use different data types for their vertices and colors. I've never run into a file that had this problem, but it's entirely possible.
I've posted a minor update to address this issue. What file were you opening by the way?
Yes, just a quick note: If you try to use export or save-as while editing a file, you cannot overwrite the original. You have to use the Save feature. This is because the program uses the file up until it is actually closed.I guess the problem was when I was trying to export it, I was overwriting the original version, and for some reason it would not do that.
Yes, just a quick note: If you try to use export or save-as while editing a file, you cannot overwrite the original. You have to use the Save feature. This is because the program uses the file up until it is actually closed.
You CAN rebuild the file in SmashBox. However, I found a small bug in the code that may prevent you from changing some textures. Stage and character files would not be affected by this. I'll test it out and let you know.Hey quick question- Is there anyway/any plans to allow the construction of the Common5.pac file to be created from inside the program? I downloaded Youko's textures and CSPs, but I changed some of them around and was hoping to import my own CSPs to replace his, but if I was to use CUPASH it would require all 200 or so images just to replace the 25 or so that I need