luigiman1928
Smash Ace
- Joined
- Feb 1, 2008
- Messages
- 648
Parmai? Mewtwo, Roy? MarioD? Lol. Please upload the file. I do not have the ISO.
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http://www.mediafire.com/?m3jjrmdiyovParmai? Mewtwo, Roy? MarioD? Lol. Please upload the file. I do not have the ISO.
Because I looked at them. REL is a fairly old file type, and looking at the REL files in a hex editor, I do see a lot of paths to external files, and packages within files.E-Jolt...you know this...how?
Cuz I don't think you do.
I'm not sure if that's actually it as I couldn't test it :xK, now all i need is my old Hex editor and im good to go.
Also, going to edit Spawn positions, (Thanks for telling everyone where the Position stuff is in each stage!)
Liek Lucarios Final Smash Up more to the top of the screen so that you cant see him making it harder and so that he wont die right after. lol After today i realized i can type reeeeaaalllllyyy fast.
I believe I used the H263 codec. You can get it in a codec pack.... they don't work. No matter what program I open them with, it says it's an unsupported file format. These programs are Windows Media Player, Windows Movie Maker, and HP Mediasmart Video Main Program.
How do I see these?
Quick question: if, for instance, the .rel files control file names, and we can't edit the file names without having to edit memory offsets, wouldn't this only affect ISO hacking? SD Loading doesn't use memory offsets: it just uses file names. Couldn't we force the game to load files named whatever we choose, as long as those files are on an SD card?Rel files are like DLLs, they contain static data and code. You cannot simply edit them without breaking the file. You would need to know assembly and memory addressing. Data and memory is addressed relative to the current address/location in the file, which is added to an offset.
If you expand/contract a part of the file you break it, because then all the references are bad. You can't go about changing these references because there are thousands of them. Pretty much the only thing we could change are static values like menu layouts. Text gets more difficult.
Ooooh... So I was off pretty far...Rel files are like DLLs, they contain static data and code. You cannot simply edit them without breaking the file. You would need to know assembly and memory addressing. Data and memory is addressed relative to the current address/location in the file, which is added to an offset.
If you expand/contract a part of the file you break it, because then all the references are bad. You can't go about changing these references because there are thousands of them. Pretty much the only thing we could change are static values like menu layouts. Text gets more difficult.
Oh? Explain.Pretty much the only thing we could change are static values like menu layouts.
File loading and file paths are two separate things. The REL files are the instructions. If the instructions shift in any way, the links within those instructions will break. This is the same reason why you can't just open an exe file and change things around.Quick question: if, for instance, the .rel files control file names, and we can't edit the file names without having to edit memory offsets, wouldn't this only affect ISO hacking? SD Loading doesn't use memory offsets: it just uses file names. Couldn't we force the game to load files named whatever we choose, as long as those files are on an SD card?
That's what menu modification codes do. Someone found out where the offsets are stored and changed them with a code. Hex editing works as well.Oh? Explain.
Cannot increase the number of entries easily or cannot increase the number of entries at all?You also cannot increase the number of entries.
I would love to be able to change the menu's layout. Though I have no idea how this is done.That's what menu modification codes do. Someone found out where the offsets are stored and changed them with a code. Hex editing works as well.
Easily is the word. You would need to find the loading code and change offsets to a new data location that stores your extra entry. If you're familiar with code hacking, you can create a code cave and expand the data however you like. I've done this before with Castlevania SOTN.Cannot increase the number of entries easily or cannot increase the number of entries at all?
You'd have to disassemble the code file(s) and find out where it references the file paths. Code executed afterward would most likely be it.I would love to be able to change the menu's layout. Though I have no idea how this is done.
I'd hate to break up y'alls conversation here, but, are there any tutorials yet on animation editing?
..Anyway, no. right now all it is really is trial and error.Ianx3 said:>y'alls
Version 0.57b did just that. It was able to stream the audio directly from the file, as well as export to a wav.Not many Suggestions going around eh? I know you're working on, Alot, but that does'nt mean that you can't take suggestions right?
If you we're planning on having BRSTM Support, make it so that when you play the BRSTM, it converts it to a WAV and it automatically plays that WAV that was made. There BRSTM support/playing. That's what Dantarion's BRSTM maker does when it plays music.
And .rel file editing. Like changing what file it loads. That would rock. Then we could have more Characters and Use all the Alloys without Cheats.
Just so you know Kryal. You're the best. notice how i am using Proper spelling just for you.
There aren't any bones connecting the knuckles to the fingertips. The polygon is what fills that in. The rotation of the end node determines the transform for the polygon. It's hard to determine the length because that's all up to the polygon. In the end, there would be a direction indicator on the node itself, and you'll have to use the polygon for the rest.Wow! The animation editor looks great. Only one problem I noticed though (actually more of a thing to make it easier). It's a bit hard to explain in words, so I'll make a picture:
This is what you have:
Which is exactly how the bone structure is set up, but notice the hand I circled, it doesn't actually look like it's closed, because there aren't bones for the tips of the fingers. It just has a rotation, translation, and scale, but no length, so it won't appear as a visual bone.
So my question is, do you think you could maybe make those green points have a short "stem" showing which direction they are facing?...
(Sorry if I used the wrong terms for everything...)
BRSTM viewing never worked for me in any version of BrawlBox. I would just get an error message when clicking on Play.Version 0.57b did just that. It was able to stream the audio directly from the file, as well as export to a wav.
Rel editing, like exe cracking, should be reserved for those who know what they're doing. There is no easy assembly editor, which is why it must be done by hand. Down the road, I might be able to integrate a few tweaks for some things, but codes can do the same. Heavy modding is doable, but a person needs to be VERY dedicated.
It is actually suppose to be RSBE/pfmenu2/mu_menumain.pac.I get a blank screen after the strap loader when trying to load the mu_menu and info.pac...
info.pac is no pf/info2/info.pac
mu_menumain is in pf/pfmenu2/mu_menumain.pac
what happened?
Well, what I just did was I imported the msbin file, then minimized everything on the left until the only item was the info.pac. then I hit save, and it said "Compressing..." so hopefully it workedNo wonder mines been freezin.... How would i make a Uncompressed PAC, Compressed?
Oh it is? Dang it, I just can't get that directory straight! DX yours loads though?It is actually suppose to be RSBE/pfmenu2/mu_menumain.pac.
Yes, it loads through normally, I had that directory you had and it didn't work then I remembered that someone said the directory is pfmenu2/mu_mainmenu.pac due to some switch up or something like that and it worked perfectly.Oh it is? Dang it, I just can't get that directory straight! DX yours loads though?
Ah, okay then. No wonder why it froze after the strap loader... well, that and it wasnt compressed lol. thanks ^_^Yes, it loads through normally, I had that directory you had and it didn't work then I remembered that someone said the directory is pfmenu2/mu_mainmenu.pac due to some switch up or something like that and it worked perfectly.
Open file, select root node, change 'Compression' in the property window to LZ77. Save.No wonder mines been freezin.... How would i make a Uncompressed PAC, Compressed?
In other news, it keeps freezing.I'm a little confused about something. I replaced Zelda's U-Smash with Sheik's S-tilt and it did not work. Why is this? I've switched about 8 other animations, and it has worked, but this one didn't.