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There are many parts to a CSS icon. We know where the images are stored, and to some extent we know where other values (like the character ID to load) are stored thanks to @Jorgasms. He's talking about actually adding a whole icon, which is why he's talking about the dol, which is where all the information about the CSS icons is stored.IIRC the CSS icons are independent of the actual CSS. Like, if you swap Falco and Fox's CSS icons, it will only aesthetically do so.
I could be misremembering.
The problem with adding a bigger file without rebuilding is that you will run out of space before the next file in the filesystem. I'm not sure how GC-Tool gets around this but I think I could just move the file (and pointer in the TOC) to the end of ISO and just 0 out where it was before (or leave it with the old file there, if I understand correctly the game will never use any of the information there). But why have a popup? I would just do it automatically if the file size is different. Is there a reason you'd not want to replace the size in the TOC if the new file's size differs from the old file (given that you don't have to rebuild the ISO regardless)?@ CeLL ,
Just wanted to mention this real quick, because I know you're working on an ISO decompiler/compiler. For single file overwrites, it would be nice if you kept the functionality of GC-Tool where it asks you if you want to change the file size within the TOC as well as doing the file replacement.
Having this option is super helpful for testing HPS files. I always set them as the menu music so I can listen to them right away on boot up. My “HPS Tester” ISO was rebuilt with the 15 minute HPS renamed to the menu01.hps. So whenever I make an HPS file, I replace the current menu01.hps within the ISO and always click “No” when in asks me to change the size of the file in the TOC. In doing so, GC-Tool and GCR still think that menu01.hps is 30mb (default size), so even if my HPS file I want to test is bigger than the previous HPS I was testing, I still won’t have to rebuild the ISO and can just overwrite it like normal.
If that makes sense. It’s a big time saver for testing some things.
But the popup asking you to change the file size is kind of annoying and confusing if you don't know what it means. It would be cool if it only prompted you if the file you are trying to import is actually different than what is currently in the TOC. So if it's the same size file, it just doesn't even ask you to change because it wouldn't put anything different in the TOC.
I think you're misunderstanding and I'm not being clear enough.The problem with adding a bigger file without rebuilding is that you will run out of space before the next file in the filesystem. I'm not sure how GC-Tool gets around this but I think I could just move the file (and pointer in the TOC) to the end of ISO and just 0 out where it was before (or leave it with the old file there, if I understand correctly the game will never use any of the information there). But why have a popup? I would just do it automatically if the file size is different. Is there a reason you'd not want to replace the size in the TOC if the new file's size differs from the old file (given that you don't have to rebuild the ISO regardless)?
Oh I see. Yeah.I think you're misunderstanding and I'm not being clear enough.
When you try to replace a file in GC-Tool, it follows this logic:
Is the length of file submitted as replacement greater than the current length of the file in the TOC?
If it is, do not allow it.
If it is not larger, do the replacement, and ask the user if they want to update the TOC value to reflect the length of the file that is about to be used as the replacement.
So if the default music file is 30mb (like if I replaced the menu music with a 30mb file and rebuild using GCR which creates a new TOC), I can replace this file with a 2mb file but "not tell" the ISO that it's actually only 2mb. So next time I load up GC-Tool, I can replace this 2mb with a 5mb file because the TOC still thinks the file size is 30mb and 5 is still smaller than 30.
I would assume that if you tell it to not update the TOC, it pads the file you are about to replace with 00's to equal the length of the TOC value, and then inserts it. (At least that's what I would do).
http://svpf.dr.k.vr.lt:82/~melee/~milun/Not sure if somebody was already doing this, but I'm now hosting @ Milun 's ALES website on Google Drive. There's a bunch of information there.
https://tinyurl.com/ALESWebsite or http://goo.gl/rZWFm2
Tell me if there are any problems.
Welp. I'll just go away now.
Officially requesting explanation.Theres so much potential playing with image and texture flags
Uh, this thread is stickied? There needs no bump?bumpadumpbump
Are Jungle Japes and Kongo Jungle switched or am I being an idiot?Courtesy of Steelia:
GrBB = Big Blue
GrCn = Corneria
GrCs = Princess Peach's Castle
GrEF1 = Figure?1
GrEF2 = Figure?2
GrEF3 = Figure?3
GrFs = Fourside
GrFz = Flat Zone
GrGb = Great Bay (Termina)
GrGd = Garden (Kongo Jungle)
GrGr = Green Greens
GrHe = Heal (All-Star)
GrHr = Homerun Contest
GrI1 = Mushroom Kingdom
GrI2 = Mushroom Kingdom II (Subcon)
GrIm = Icicle Mountain
GrIz = Izumi (Fountain of Dreams)
GrKg = Jungle Japes
GrKr = Kraid (Brinstar Depths)
GrMc = Mute City
GrNBa = Battlefield
GrNBr = F-Zero adventure mode stage
GrNFg = Figure Get (Falling trophy stage)
GrNKr = Mushroom Kingdom adventure mode stage
GrNLa = Final Destination
GrNPo = Pushon?
GrNSr = Hyrule Castle chasm (adv. mode stage)
GrNZr = Zebes (Brinstar); "DANGER"?
GrOk = Kongo Jungle (N64)
GrOp = Dream Land (N64)
GrOt = Onett
GrOy = Yoshi's Story (N64)
GrPs = Pokemon Stadium
GrPs1 = Pokemon Stadium {Fire}?
GrPs2 = Pokemon Stadium {Grass}?
GrPs3 = Pokemon Stadium {Water}?
GrPs4 = Pokemon Stadium {Rock}?
GrPu = Pura (Poke Floats)
GrRc = Rainbow Cruise
GrSh = Hyrule Temple
GrSt = Yoshi's Story
GrTCa = Captain Falcon Target Test (TT)
GrTCl = Young Link TT
GrTDk = Donkey Kong TT
GrTDr = Dr. Mario TT
GrTe = "TEST"
GrTFc = Falco TT
GrTFe = Roy TT
GrTFx = Fox TT
GrTGn = Ganondorf TT
GrTGw = Mr. Game & Watch TT
GrTIc = Ice Climbers TT
GrTKb = Kirby TT
GrTKp = Bowser TT
GrTLg = Luigi TT
GrTLk = Link TT
GrTMr = Mario TT
GrTMs = Marth TT
GrTMt = MewtWo TT
GrTNs = Ness TT
GrTPc = Pichu TT
GrTPe = Peach TT
GrTPk = Pikachu TT
GrTPr = Jigglypuff TT
GrTSk = Sheik TT (scrapped)
GrTSs = Samus TT
GrTYs = Yoshi TT
GrTZd = Zelda TT
GrVe = Venom
GrYt = Yoshi's Island
GrZe = Brinstar (Planet Zebes)
Can you give more background on what you're trying to do? I'm a little confused by the request but could maybe help. Are you looking to have them start out on the last frame or what?I could use some assistance here.
I need to skip/advance the victory animation of a char to the last frame(where it freezes) on the result screen prematurely. Sadly, i do not know anything how the game loads motion data etc, can anybody give some useful information?
check your fbCan you give more background on what you're trying to do? I'm a little confused by the request but could maybe help. Are you looking to have them start out on the last frame or what?
I remember mention of a one frame video file or something of the sorts to replace the longer movies with so there's no chance of freezing, but can't find it anywhere.
You probably already figured it out, but yeah, I think they're switched, according to a stage file I have. Also, the google docs files' purpose page says they're wrong.Are Jungle Japes and Kongo Jungle switched or am I being an idiot?
I think this froze for me, but let me know if it works for you, Cell.one frame video file.
Ill just whip something up for you and maybe enclose a readme on how to do the sort of thing yourself if you're interested. Fox and Falco can have different-colored lasers. What color(s) do you want? Some hex codes would be nice but aren't necessary.
If he uses the combo counter generated by the game (which I guess he uses), the combo counter resets at 1 when a player grabs someone, as you can try in training mode. He would have to modify the combo system, why may be difficult to do.Achilles, a friend of mine has requested me to make the combo counter take into account grabs and tech-chases, and make the combo counter last longer. We have a rough idea about how to do this and I sort of know how to write gecko codes/modify the boot.dol file. But in order to do this I think if I want to be able to put it into 20XX i would need the source code for 20XX. Would you be willing to give me a copy of it.