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[Modset4.2] Open BrawlBox/Lib Development Thread [PW's SSS support(PAT0 editing)]

Kryal

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You're right. Sorry Bero! Got a little excited there. I'll keep the model format posts out of this thread.

Keep up the good work! It's good to see that people are still involved in Brawl modding.
 

Tcll

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@Bero:
you must've sent a PM to Kryal >_>
anyways... I get the message too, and I'm sry...
I was the one who started the whole format thing... :(


and I have a new idea to suggest as well...
TSG is working on a bone tree editor, and giving it support to add bones...
I think you guys could do the same thing...

his bone-adding support will be finished after I finish my bone adder...

I've had to completely remap the MDL0 since FW messed it up
(I did it by hand, but I'll make my bone adder remap it so no-one will have probs)

note: 'Pachirisu's MDL0' (after adding 6 bones)
FW: 98kb
me: 51kb

and about the remapping...
I see Brbx reads from the string offsets in the data...
(not the string offsets in the relocation table)

I havn't quite finished remapping the sub-offsets,
but every offset in the relocation table is remapped :/
(brbx returned an error when I tried to load it)
^(so I'm remapping the sub-offsets now)

but yea...
please add support for this in brbx :)
 

reariper

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i had an idea that someone should add a command button thoat would left you add button commands to the character
 

Bero

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I restarted fixing bugs of PAT0 editing. I'll release fixed version soon.
 

br3compactor

Smash Ace
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That'd be great. I hope it comes with a dummy's guide because I want to add CSS icons for PW's SRE ^^

Man, this thread is full of epicness all over.
You Bero, is a winner yourself *bows*
 

eggman12

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Dec 10, 2009
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I found a error.
I added a new entry in lambert113 to use DK Icon with a new stage icon but BB says "A resource with that name already exists!"
 

Bero

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@eggman12
You can't use the same name in each PAT0 entry. You have to rename "NewEntry" into another name such as "MenSelchrMark.XX" "HogeHoge1"
 

Eternal Yoshi

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For reasons unknown, just adding icons to the Brres without modifying the SSS or PAT0 froze the game.....

Yes, they were in the proper formats.

Still smaller than the default common5_en.pac.

I need to try again....


Edit: It froze despite not naming the added textures and not modifying anything else.

Any way we can break the file size limits like how PM did with Zamus's moveset file?
 

eggman12

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@Eternal Yoshi
The problem is the file size
You must to decrease quality of base icon.
It work for me.
 

libertyernie

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I made the Prevbase images for stages I don't use 88x88.

EDIT: Success! Added one icon (Hyrule Castle) that I can use with the Custom SSS code.
(Added MenSelmapIcon.60, MenSelmapPrevbase.60, MenSelmapMark.60, MenSelchrMark.60 which is just the Zelda symbol)
Download: common5.pac
In the Custom SSS code (last portion), use icon index 3C (60 in hex.)
 

Super_Smash_Kid

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@EYoshi
Can't you just extract them and put them in their fighter folders? Thats how I have it O_o
I deleted those two and the sc_selcharacter2_en files and everythings fine.
 

Eternal Yoshi

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Do they load correctly from that area?

Edit: LiberT, how did you do that without the game acting up?

The Brres file seems to work good. I even put my own images for Dracula's Castle over Hyrule castle and it works.

Did you shrink the palletes or something?
 

Eternal Yoshi

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I'm not sure about SSE, but moving the motion files out of common5.pac worked in training mode and classic perfectly.

Now if we can use the extra space for more icons...
 

Eternal Yoshi

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I want to see how much I can add before the game screeches first.

Or when I finish laundry.

Anyway, the new Icon IDs start at 60 and go up.

This means that in the SSS code, you start from Icon ID 3C and go up.

More info later.
 

Eternal Yoshi

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Yes. You Ninja'd my edit.

P.S. If you want to use the same game logo for one stage, you can give it the same name by exporting the one you want, making a new entry, replacing the new entry, and change the key and press enter. The last part is super important.

This goes for franchise Icons too, like what I'm doing with Castlevania.

P.P.S. I shrank the palletes for the little icons a bit.
The color palletes are 192 and not 256.
 

br3compactor

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Did you people ever though of using sc_selmap instead?

Also, the pics in most SSS don't use indexed images and indexed images can make miracles on filesize.
 

Super_Smash_Kid

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I used to but then I found myself not worrying about the filesize at all when I took out those files from common5, so I switched :D

Anyways, I gotta try this out when I get home.

@EYoshi: The keys are the stage ID's right?
 

Eternal Yoshi

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Not exactly. It's the Icon ID used for the file names.
Take a look at libertynie's common5.pac posted on the last page for example.
 

Super_Smash_Kid

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I see, so after the 60's, the next ones would be MenSelmapIcon.61, MenSelmapPrevbase.61, MenSelmapMark.61, and MenSelchrMark.61 (all with key 61), and then 3D in the SSS code, correct?
 

br3compactor

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I use sc_selmap.

I have a Custom CSS background + 90% of the images changed and I never had filesize issues, even not using indexed stuff.

Since it's a dedicated file for the SSS, it might be better to do this adding stuff on it.
 

Eternal Yoshi

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I see, so after the 60's, the next ones would be MenSelmapIcon.61, MenSelmapPrevbase.61, MenSelmapMark.61, and MenSelchrMark.61 (all with key 61), and then 3D in the SSS code, correct?
Close, but for your first new icon, you use 60 and 3C.
61 and 3D are for the second new icon.

P.S. it seems that I cannot add any more than what I added for clock tower and Dracula's castle.

At the very least, I can confirm that PAT0 editing is working excellently.
Thank you Bero.
 
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