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Help with re-arranging boss files into character format

FireC

Smash Cadet
Joined
Nov 25, 2008
Messages
50
Hello, I am trying to allow to play as bosses in SSBB again using a file replacement method with modified character files. I am doing this because regardless of what people have said in the past about this matter, I have done a personal study on the files themselves and found that the bosses have all the things inside their files needed to function and operate correctly as a character (in fact, they are the same things a normal character would have).


However, these things are organized differently between the bosses' and the characters' files. I am trying multiple methods out in order rearrange the bosses' files in the correct way in order to play as them (with the control all bosses code as well, i don't think what i am doing will give you control of the character, just let it be a character), and currently I am working on Fit____00.pac for the rearranging, but I have come across a problem. All the methods I am trying are failing. One of the methods was, I used the "FitMario00.pac" as a template for editing and replacing certain files using the hex editor.

Then, I tested it out in the program SmashBox to see if it worked, and the model was organized fine, but for some reason, it regarded the textures as something called "Textures1" inside the models .brres, although there was 2 i tried to replace. In another method, I tried just combining the two brres files of the model and textures, but that only made it so that you can't even open it in SmashBox.

The point is, can anyone provide me on any insight on why this would happen, or are we all clueless here? If anyone can help, I would appreciate it.

-FireC
 

FireC

Smash Cadet
Joined
Nov 25, 2008
Messages
50
umm... i thought bosses were tied to their stages so you couldn't move them, that they actually were the stages and part of the hazards?
Well, actually, that is true if you keep it as the unextracted pac file, but actually, when you use SSBExtract on it, there are two files, 001.BIN and 002.BIN, decrypt them both and you get the files for each.

000.BIN contains the files for what will appear in the stage.
001.BIN contains the actual stage files themselves.

Now, this is only an example of when you only have one stage addition to the stage for a file, multiple additions I am not sure about, but I know when extracted more, they will appear seperated from the stage itself, in a different .BIN
 

Roy-G-Biv

Smash Journeyman
Joined
Apr 21, 2008
Messages
267
Location
Roanoke, VA
You know.
You should extract the Tabuu Stage.
And make it replace FD.

But playable bosses?
Madness.

Tabuu vs Master Hand battles.

Heck, give real characters HP bars and make them bosses.
 

MaxThunder

PM Support
Joined
May 27, 2008
Messages
1,962
Location
Norway=)...
You know.
You should extract the Tabuu Stage.
And make it replace FD.

But playable bosses?
Madness. SPARTA!!!!!!

Tabuu vs Master Hand battles.

Heck, give real characters HP bars and make them bosses.
...sorry... i had to... i really have nothing to do in this discussion anyway so...
 

FireC

Smash Cadet
Joined
Nov 25, 2008
Messages
50
well... you certainly have done more on this than anyone else. you will have a hard time getting help on this. don't think anyone thought of extracting the pac file...
I know, but I am desperate when I hit a brick wall. I know it can be done, but I can't figure out why it would take this the wrong way. (Maybe the hex editor I'm using just plain sucks, but that is unlikely)
 

FireC

Smash Cadet
Joined
Nov 25, 2008
Messages
50
Try using a hex editor to convert the files into PAC files.
And then try using PSA on them.
I don't think PSA will be able to read them, as the files for the bosses that when organized would represent a Fit____.pac file work a tidbit differently than normal characters do, but not enough to make them unplayable I believe. If my plan goes through and we can reassemble boss files into actual character files, then I think PW could work on making PSA compatible with these rearranged files.
 

FireC

Smash Cadet
Joined
Nov 25, 2008
Messages
50
Also.
Are all stage files BIN?
Well, how it works is, first you extract the .pac file and get all the .bin files, then you lz77 decrypt the bin files, extract the decrypted files, and you will get usually a couple of .brres, .pac, and .dat files.

If you are thinking of adding Final Destination to Boss Battles/Subspace Emissary (or something like that), by replacing a .BIN file in a hex editor, it's not that simple. There is re-arranging that must be done first, I believe.

EDIT: If only there was a repacker of files you have in a certain folder after you have modified them (sort of similar to ASH), I seem to be getting nowhere with hex editing, all I am managing to do is corrupt the .pac I am editing, I don't know where I'm going wrong on this.
 

superyoshi888

Smash Lord
Joined
Apr 8, 2008
Messages
1,026
Well, Fit___00.PAC usually is a character texture. The actual PAC won't have any numbers in it.

Anyways, I think the issue here is even if you can get this working, how would they be playable? Do you hold, say, R when a match starts to play as Ridley? Plus, there's the whole character balance issue if you do want them to be playable outside of fun matches, even if it won't ever be official.

And I don't think bosses have animations for knockback....but it would certainly be possible to use another animation for the job. IF this does get anywhere, I can't wait for Rayquaza.
 

FireC

Smash Cadet
Joined
Nov 25, 2008
Messages
50
Well, Fit___00.PAC usually is a character texture. The actual PAC won't have any numbers in it.

Anyways, I think the issue here is even if you can get this working, how would they be playable? Do you hold, say, R when a match starts to play as Ridley? Plus, there's the whole character balance issue if you do want them to be playable outside of fun matches, even if it won't ever be official.

And I don't think bosses have animations for knockback....but it would certainly be possible to use another animation for the job. IF this does get anywhere, I can't wait for Rayquaza.

Actually, the Fit____00.PAC contains the textures, and models for the character, and a few extra props. Until the clone engine is released, I think you will only be able to replace a character with these modified files to play as bosses. Also, I don't think any of the commands like what thing does what for animations will have to be changed to play as them. I know they didn't need knockback animations or replacements in Melee or SSB64, so they shouldn't here.



EDIT: **** it! This is really starting to piss me off!

I am trying to use a hex editor to reconstruct one of the .BIN files of Final Destination using the files inside as a test to see if I can get ANYTHING to work, but even that is failing.

This is the original .decompressed .bin file renamed as a pac file inside SmashBox, it is what I should be seeing:



If I just combine all the files you get when extracting the .bin file, this is what I get:



When I try to combine all the headers (from the bin file, but they are not in the extracted files) and the files into one .bin file, this is what I get:



Is there anyone here who has more experience with a hex editor that may be able to help? I'm probably alone on this...
 

shadowtroop

Smash Ace
Joined
Jul 14, 2008
Messages
631
Location
Ann Arbor, MI
Yes, I know this is old, and the OP'er prolly gave up on this, but can someone else look into it?

Once again, forgive me for the bump.

PW?
 

Oni K4ge

Smash Lord
Joined
Jul 16, 2009
Messages
1,119
whoa whoa wtf wait a minute what is this i dont even *shot*

so, playable bosses huh? hmm... well, even if we can't get it to happen, we could give the bosses's stages a shot. Meta Ridley's stage replacing big blue? hell yea! looking forward to it :)
 

...:::VILE:::...

Smash Ace
Joined
Apr 15, 2009
Messages
786
This wont happen unless you make PSA's for every boss. There is all the data there, but there is no button indication for attacks them.

Your best bet here would be to follow kryals thread with the brres building and try to replicate the structure of whomever you are replacing. I could help you with most of this, but its not really necessary, it would just be way too overpowered, your wasting your time.

Playable bosses don't have flinch animations or jump animations (most of them), so you will be spending a while lot of time on something fairly useless.
 

Oni K4ge

Smash Lord
Joined
Jul 16, 2009
Messages
1,119
This wont happen unless you make PSA's for every boss. There is all the data there, but there is no button indication for attacks them.

Your best bet here would be to follow kryals thread with the brres building and try to replicate the structure of whomever you are replacing. I could help you with most of this, but its not really necessary, it would just be way too overpowered, your wasting your time.

Playable bosses don't have flinch animations or jump animations (most of them), so you will be spending a while lot of time on something fairly useless.
for the most part, i agree, but think about master hand: remember the 64 days of gamesharks, when you could play as master hand? itd be sort of like that, except you cant move around as much... anyway, I think it should only be for a few bosses, as Tabuu is clearly broken, and Porky wouldnt be any fun. Master/Crazy Hand would be awesome, as well as Ridley, as he was going to be in brawl but somehow one of his files ended up in the assist trophy section O_O
 

...:::VILE:::...

Smash Ace
Joined
Apr 15, 2009
Messages
786
FireC probably abandoned this, boss files can easily be made if you are willing to spend a long time rearranging headers and all that.

Once that is done you would have to get a working module file for it AFAIK no one knows how to construct a module file form scratch.
 

cookieM0Nster

Smash Champion
Joined
Mar 27, 2009
Messages
2,512
Location
oakland
Well, seeing as the stages are .pac files, they should be usable.

I highly doubt that this will work, but... has anyone tried just taking the .pac file for the stage and renaming it to a usable stage's .pac file, and then loading it via the File Patch code?
 

STUFF2o

Smash Ace
Joined
Aug 31, 2009
Messages
508
Location
Hyrule
You know.
You should extract the Tabuu Stage.
And make it replace FD.

But playable bosses?
Madness.

Tabuu vs Master Hand battles.

Heck, give real characters HP bars and make them bosses.
That idea is win in a bottle (the first idea).
 

STUFF2o

Smash Ace
Joined
Aug 31, 2009
Messages
508
Location
Hyrule
Couldn't we just try right now? You know, just extract one, replace FD or something and try it?
 

...:::VILE:::...

Smash Ace
Joined
Apr 15, 2009
Messages
786
Dantarion, what you said is incorrect. Its very possible to make a boss, but it wont be as easy as re arranging stuff (i know i said that, but its not what i meant).

We would have to arrange everything to it would be in the format of a working character (that would be terrible to do, would take someone months). Then we would have to find out hwo the module files are built and make a working one for the boss. Then we would have to make a dummy PSA file that checks in with all the new animations and what not. There is more to all of this than that too, its just not very likely this will happen. I dont think anyone wants to play as a boss THAT much.
 

Dantarion

Smash Champion
Joined
May 21, 2007
Messages
2,492
Location
Santa Barbara, CA
Okay, its not impossible, its just impossible for it to ever BE done. Half of the bosses moves are linked to locations on their stages anyways.
 

FireC

Smash Cadet
Joined
Nov 25, 2008
Messages
50
FireC probably abandoned this, boss files can easily be made if you are willing to spend a long time rearranging headers and all that.

Once that is done you would have to get a working module file for it AFAIK no one knows how to construct a module file form scratch.
Vile's right, I did give up on this. It turned out to be way more complicated then I was expecting, things that should have worked just froze after selecting a stage, and etc.

If anyone else wants to take up this challenge, I wish them luck, but there is a lot more to it than just "re-arranging" the files into the same order as the character's order. This, I did not realize, until recently.

Dantarion, what you said is incorrect. Its very possible to make a boss, but it wont be as easy as re arranging stuff (i know i said that, but its not what i meant).

We would have to arrange everything to it would be in the format of a working character (that would be terrible to do, would take someone months). Then we would have to find out hwo the module files are built and make a working one for the boss. Then we would have to make a dummy PSA file that checks in with all the new animations and what not. There is more to all of this than that too, its just not very likely this will happen. I dont think anyone wants to play as a boss THAT much.

Now, this I think makes sense.
 

STUFF2o

Smash Ace
Joined
Aug 31, 2009
Messages
508
Location
Hyrule
Has anybody got a decrypted .pac for any sort of boss stage? I tried replacing Mario Bros. with Tabuu's stage without editing anything and it just froze when I selected it (like expected).
 

STUFF2o

Smash Ace
Joined
Aug 31, 2009
Messages
508
Location
Hyrule
I wonder... custom stages are .bin's... what would happen if I put a .bin from Tabuu's stage in the ST folder of my SD card and loaded picked it in a Brawl?
 

D.B.K.

Smash Ace
Joined
Mar 3, 2009
Messages
671
NNID
tinyfuses
Would it be possible to resize a SSE stage with Smashbox and make it the same size as the stage your replacing? Maybe that could work.
 
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