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

pikazz

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It doesn't exist (yet)
I wanna test it to make more slots on jigglypuff :3

may I ask a question? is it possibly to make 2 slots with the pac FitPurin02?
I mean to make more slots to jigglypuff and they can use FitPurin02. Why just FitPurin02, they have their hat in a seperate MDL0 so it's much easier to make custom hats to jigglypuff :3

you understand what I trying to say? xD
 

Tcll

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Sorry for the bump, but is anyone working on BrawlBox anymore?
if you want to know that badly, you should ask BlackJax96

I'm currently looking into REFF and MDL0(v11) files
apparently Kryal hasn't gotten any further than me on REFF

and surprizingly hasn't even added support for REFT files

I may also look into RE3D files as well >_>
meh... later on...

EDIT:
btw Kryal...
I'm afraid I have an apology for you <:/

sry for stating your code isn't commented well...
it's commented well indeed, but I still can't read it for crap XDD

I've gotten the vertex indecies in the facepoints done,
but I can't seem to get the normals >_>
after that is the UV channels etc etc

*embarressed* could you offer a hand at educating me a bit :x
I'm writing currently useless functions to my converter (they'll be useful later on)
but I need to know how they're used and how the Objects work with everything

also, after I'm finished with the objects,
I'll need to know how to dynamically create shaders out of the material/shader settings, and the TEV's
(I'm prbly just missing something here that's simple to figure out... heh)

EDIT2:
also...
one last favor to ask...
(this goes to anyone interested)

would anyone mind helping me on my global conversion format??
if so, meet me here: http://tcll5850.proboards.com/index.cgi?board=umcrel&action=display&thread=81&page=1

I just need help on setting things strait, and what needs to be added/worked on
thanx and credit to you in return :)
 

Skyground95

Smash Cadet
Joined
Jul 4, 2009
Messages
68
Location
Norway
Thanks for the replies :)

btw isn't REFF and REFT the files that is in the "ef_xxxx" ARC along with EFLS?
And if so, is it GFX files?
 

shanus

Smash Hero
Joined
Nov 17, 2005
Messages
6,055
Has things like Final Smash Aura in it.

TCII - Have you deciphered yet how to edit the final smash aura colors? I know you had mentioned its black and white images, and then colors get overlayed on it, correct?
 

Tcll

Smash Lord
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Thanks for the replies :)

btw isn't REFF and REFT the files that is in the "ef_xxxx" ARC along with EFLS?
And if so, is it GFX files?
you can find them in a bunch of places:
final smashes
common data
effects
etc

REFT files just contain TEX0 (and sometimes PLT0) data...
(PLT0 data can be found just below the TEX0 data of that img)

REFF is still in deciphering...
and it's not anything similar to MDL0 or CHR0 data
in fact...
it's a little more similar to Melee's DAT data (but only by a bit)

Has things like Final Smash Aura in it.

TCII - Have you deciphered yet how to edit the final smash aura colors? I know you had mentioned its black and white images, and then colors get overlayed on it, correct?
I've only actually done it for Pika...
see here: http://www.smashboards.com/showpost.php?p=12645763&postcount=36961

that's just simply taking the REFT data for 2 RGB565 images,
giving them a tex0 header and string table,
editing the tex0's as you normally would using brbx,
then taking the edited tex0 data and replacing the data in the REFT (manually)

a few people wanted me to make a tut, and I was about to...
but since BJ is adding support to his brbx, I'm not going to...
I'm on an expired windows XP anyways, and the popup may get annoying :p
I'm just waiting for this thing to boot me off XDD

btw it's TCLL :reverse:
 

Skyground95

Smash Cadet
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Messages
68
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hmm, interesting :)
do you think Bero (or anyone else who works on BrawlBox Modset) will add support for this in BrawlBox?
If so that would be awesome :D
 

Tcll

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mmmmmmmmmmm perhapse
lol I just had to do that XD

anyways... yea

REFT files are extremely easy

for developers: (everything you need to know)
notes:
REFT notes:
main header: len(16)
0x00(4): REFT
0x04(2): ??
0x06(2): ?? ('0007')
0x08(4): filesize
0x0C(2): ?? ('0010')
0x0E(2): internal file count
internal file header(0x10)
0x00(4): REFT
0x04(4): filesize - 8
0x08(4): header length - 8 (from 0x18)
0x0C(4): '00 00 00 00'
header P2:--
0x20(4): '00 00 00 00'
0x24(2): string length [ '000B' = 11 ]
0x26(2): ?? ('0000')
0x28(?): string [ len('46696E50696B6163687500') = 11 ]
0x##(?): -pad until header length- (following string)
--
string table:
0x00(4): block size
0x04(2): # of strings
0x06(4): string length
-after string-
0x00(4): data offset - (header length + 24)
0x04(4): data offset length
--
img header: len(32)
0x00(4): unk
0x04(2): Width
0x06(2): height
0x08(4): img size (data length)
0x0C(1): img format
0x0D(1): pallet format (0 if no pallet)
0x0E(2): pallet colors (0 if no pallet)
0x10(16): padding

HexEdit REFT template (poorly made, but gives enough info):
http://brawlimports.proboards.com/index.cgi?board=templates&action=display&thread=9&page=1

you can get HexEdit 3.0 from there,
but JSYK, I'll be making templates for the next release of HE ;)
(color'd offsets (like 010 editor))
 

Skyground95

Smash Cadet
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So REFT is just plain TEX0 (and PLT0) files? good discover!

well good luck figuring out the REFF files :)
 

Tcll

Smash Lord
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So REFT is just plain TEX0 (and PLT0) files? good discover!

well good luck figuring out the REFF files :)
not files...
just image and pallet data...

there's no header or string table on the data

I can build a very simple one in hex for you right now :)

00000000 | 52 45 46 54 FE FF 00 07 00 00 00 A0 00 10 00 01 - REFTþÿ..... ....
00000016 | 52 45 46 54 00 00 00 68 00 00 00 18 00 00 00 00 - REFT...h........
00000032 | 00 00 00 00 00 04 00 00 74 65 73 74 00 00 00 00 - ........test....
00000048 | 00 00 00 20 00 01 00 00 00 09 74 65 73 74 5F 69 - ... ......test_i
00000064 | 6D 67 00 00 00 00 20 00 00 00 10 00 00 00 00 00 - mg.... .........
00000080 | 00 00 00 00 00 04 00 04 00 00 00 10 01 00 00 00 - ................
00000096 | 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 - ................
00000112 | FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF - ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿ
00000128 | 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 - ................
00000144 | 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 - ................

^tested/confirmed fully working ;)

the img format is I8 so there's no pallet...
but if there was, it'd just be smashed just under the img data
the pallet header is the last 24 bits of the img header

I wish more proggers were as helpful as me >_>


EDIT:
forgot to say thanx XD

EDIT2:
if you like...
I know posting hex like that is hard doing it by hand...

I've made a program that does that automatically by just putting a simple hex string in 'input.txt'
after running it, you'll see the hex (in the above style) in 'output.txt'
(all files should be in the app directory) ;)

would anyone like a copy??
requires Python >.>

EDIT3:
added line numbers... just now
I'll be changing the above hex to match :p
 

Skyground95

Smash Cadet
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Well I would've gladly helped you if I were a programmer :ohwell:

But I do have some time on my hand if you need help with something that doesn't have anything with programming to do :)
 

Tcll

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Well I would've gladly helped you if I were a programmer :ohwell:

But I do have some time on my hand if you need help with something that doesn't have anything with programming to do :)
alright...
I can accept that :p

hey...
how good are you at modelling??
my modelling skills suck ballz <:(

I need help for a future game I'm making,
and I can't model the mouth on the main char DX
PM me >.>


btw, my post below goes to anoyone ;)
actually... I'll let them make the choice...
here's the link to the program: https://gist.github.com/960561

again...
requires Python to run
 

Skyground95

Smash Cadet
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sorry, but I can't help you with modelling.

(I just need somewhere to post this)
I think I've figurred out what STPM file in STGXXXX.pac do.
Out of testing, It seems like It controls how much you can rotate the pause camera
However, removing the file entirely will not freeze the game. I think It then uses brawl's default.

One example is: when I played on Mario Circuit and rotated the pause camera, It was as normal.
But when I removed the file, I could for example see below the ground, and see more of the scenery to the left and right.

Don't know if this is useful, but I just wanted to post It somewhere.
 

Tcll

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sorry, but I can't help you with modelling.

(I just need somewhere to post this)
I think I've figurred out what STPM file in STGXXXX.pac do.
Out of testing, It seems like It controls how much you can rotate the pause camera
However, removing the file entirely will not freeze the game. I think It then uses brawl's default.

One example is: when I played on Mario Circuit and rotated the pause camera, It was as normal.
But when I removed the file, I could for example see below the ground, and see more of the scenery to the left and right.

Don't know if this is useful, but I just wanted to post It somewhere.
STPM files... hmm...

is there a wiki or something that lists all the file types in brawl??
I was starting one of my own >.>
(SBF on my old blog and my site)

I need to look into those once in a while

I'll be completely redoing my blog btw ;)
(adding it to my new site)
 

Skyground95

Smash Cadet
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Messages
68
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The list contains one of the most common files in brawl, but is far from complete.

SCN0 contains SceneData for stages and menus and such.
SRT0. I guess It has something to do with animating the textures or something like that.
SHP0. I have seen It in some FitXxxxMotion.pac files, but I'm not sure what It does (Face expressions?)

Some more fileformats:

MVPM \movie\param\en\01-00.pac (MiscData[10])
I guess It contains info about when the names show up in the movie(s).

COIN \minigame\cs_pack (MiscData[0])

IMET \opening.bnr

...plus some more. Otherwise there's alot of files with no specific XXXX format.

EDIT:
It seems like Mewtwo2000 figured out the STPM files before me, he has even made a tool for It:

http://forums.kc-mm.com/index.php?topic=6320.3750
 

Tcll

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The list contains one of the most common files in brawl, but is far from complete.

SCN0 contains SceneData for stages and menus and such.
SRT0. I guess It has something to do with animating the textures or something like that.
SHP0. I have seen It in some FitXxxxMotion.pac files, but I'm not sure what It does (Face expressions?)

Some more fileformats:

MVPM \movie\param\en\01-00.pac (MiscData[10])
I guess It contains info about when the names show up in the movie(s).

COIN \minigame\cs_pack (MiscData[0])

IMET \opening.bnr

...plus some more. Otherwise there's alot of files with no specific XXXX format.

EDIT:
It seems like Mewtwo2000 figured out the STPM files before me, he has even made a tool for It:

http://forums.kc-mm.com/index.php?topic=6320.3750
SRT0 I think is for like texture animations... (like PNG animations on HTML pages)
SHP0 is shape animations
alot of that stuff is logged on SBF ;)

btw, nice find :D

*sigh*
I've just had my balls smashed, ripped out, and shoved down my throat...
so I'm not in a very good mood right now -.-
I'm only trying to act like it :glare:

EDIT:
alright...
now that my little "episode" is over...
I'm trying to get my button window for UMC working

just now had a good idea that should work >:D
 

toddtj

Smash Apprentice
Joined
Nov 9, 2009
Messages
186
Originally Posted by br3compactor
Well, IMO, the best thing to do would be to add a checkbox allowing you to see (even if it's not full opacity) the other models in the PAC while previewing one of them. This would avoid having to check if the model is in the right place on the collision previewer when making a stage.

I'm sleepy so IDK if I explained it well enough...
Seconded...
Thirded...er...Something like that.

I know that this functionality's immeasurable value is obvious enough that I don't need to make a case for it or continue to bring it up--I imagine it's being worked on as quickly as it can be--but I feel obligated to, anyway. Being able to see the scene that we're placing details into would really allow subtleties to flourish. Additionally, and I guess more importantly, it would encourage the throngs of less patient users to contribute to the community.
I don't want to rush anyone or try to tell anyone how to their "job", but I really hope that this functionality is a top priority, if it is in fact possible to accomplish.
 

Skyground95

Smash Cadet
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Messages
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Brawl isn't the only game which have REFT and REFF files, New Super Mario Bros. Wii
also does. It lies under the "Effect" folder.

BTW, thanks for the link to Hexedit ;D

EDIT:
Where can I learn C#?
 

Tcll

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BTW, thanks for the link to Hexedit ;D
heh... no prob :)

but hey... you might want to get HexEdit 4.0
I'm upgrading my MDL0 template to support v8, v9, v10, and v11 mdl0's...
I need 4.0 to do that...
using an else with another if glitches up in 3.0, where as it works in 4.0...

but I'm not even using that :p
4.0 can add a switch for different cases

I actually had to learn how to use this XDD
python doesn't have a switch...

but it does have a substitute:
if ():
elif ():
elif ():
else:
 

Tcll

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I'm more likely to get better results asking this here:
anyone here know how the primitive matrices work??
('20', '28', '30', and '38')

I'm trying to work on a better DisplayList function for my converter and I need to know what to do with them... >_>

I'm already looking into Kryal's code as well as Pharrox's
Will's doesn't do anything with them (just skipps them)

and the SDK is just as much ballz to figure out as Kryal's code DX
 

Segtendo

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Segtend0
3DS FC
2552-4940-9357
I demand a shortcut key for the MotionEtc.pac.
I want one for the add new bone animation and rename. I hate going back to the animation name to add a bone.
 

Skyground95

Smash Cadet
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I demand a shortcut key for the MotionEtc.pac.
I want one for the add new bone animation and rename. I hate going back to the animation name to add a bone.
I don't think Bero is working on BrawlBox anymore -.-
And if you take a look on the OP, at the bottom it says that he's looking for someone to develop BrawlBox in place of him.
 

Shadic

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That sounds awesome! I'll check your version out when I get a chance. Continued development on this would be fantastic.
 

Bero

Smash Journeyman
Joined
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Japan
I think BlackJax96 (and Tcll?) is the most suitable person who develop BBox.
If you like to use this thread as your project thread, please do so.
(I think you should make another thread and let people know your awesome work though.)
 

BlackJax96

Smash Apprentice
Joined
Jun 28, 2011
Messages
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All right, I'll start my own thread. Tcll doesn't know C#, but he helps me understand parts of the MDL0 better so I can finish the model rebuilder.
 

Tcll

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hey BJ :D
glad to see you could make it ;)

when you create your thread,
please post the link :)

navigation on the wii and loading times are a pain in the butt DX
I don't have my comp atm, but I do have a USB KBd. :3
 

Skyground95

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hey BJ :D
glad to see you could make it ;)

when you create your thread,
please post the link :)

navigation on the wii and loading times are a pain in the butt DX
I don't have my comp atm, but I do have a USB KBd. :3
He made the thread in the same subfoum as this thread, but here's the link:

http://www.smashboards.com/showthread.php?t=306179

I'm just so freaking happy someone continues BrawlBox because it's a general tool in brawlhacking, and there's still alot of features/support for files that could be added :bee:

EDIT: And on kc:mm
 

Tcll

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lol thanx :)

yea I'm already on the kc-mm thread :p
but thanx anyways :)

heh...
you guys will like using the many features of my converter with brbx :D

you should be able to put literally any model you want in brawl easily ;)
(only if the model's format is fully supported)
 

Alphatron

Smash Champion
Joined
Aug 5, 2008
Messages
2,269
I looked around quickly but couldn't find anything relating to it. I really didn't want to ask this here but...

Can someone esplain PATO editing to me and how it works in brawlbox? I would like to jump back into brawl modding and I heard that PATO editing would be needed for adding your own custom stage pictures into the game (custom stage pictures that don't replace anything, but can be used if you're using Phantom Wing's Stage roster expansion code).
 

libertyernie

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http://opensa.dantarion.com/wiki/Stage_Select_PAT0_Entries
Some of that was written by me, some by others.
Or you could grab a common5.pac where someone has already added a bunch of pictures. (My Classic Expansion Pack has one: http://www.mediafire.com/?5nlo06eix1cb6wg)
Keep in mind that you'll have to make a bunch of the images smaller (mostly the prevbases and frontstnames.) The most surefire way to do this is to reduce the resolution. You don't have to keep the aspect ratio intact - Brawl will stretch it out for you. But if the file's too big, the game will freeze.
 

Shahzad111

Smash Rookie
Joined
Mar 5, 2024
Messages
1
For developers and C# learner the following C# reference is also useful.

 
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