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

[TSON]

Hella.
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Messages
3,422
Location
Macomb, MI
NNID
oTSONo
Code:
000 Wait1
001 Wait2
002 Wait3
003 Wait4
004 Wait5
005 WaitItem
006 ItemHandPickUp
007 ItemHandHave
008 ItemHandGrip
009 ItemHandSmash
00A WalkSlow
00B WalkMiddle
00C WalkFast
00D WalkBrake
00E Dash
00F Run
010 RunBrake
011 Turn
012 TurnRun
013 TurnRunBrake
014 JumpSquat
015 JumpF
016 JumpF
017 JumpB
018 JumpB
019 JumpAerialF
01A JumpAerialB
01B JumpAerialF
01C JumpAerialF2
01D JumpAerialF3
01E JumpAerialF4
01F JumpAerialF5
020 Fall
021 FallF
022 FallB
023 FallAerial
024 FallAerialF
025 FallAerialB
026 FallSpecial
027 FallSpecialF
028 FallSpecialB
029 DamageFall
02A Squat
02B SquatWait
02C SquatWait2
02D SquatWaitItem
02E SquatF
02F SquatB
030 SquatRv
031 LandingLight
032 LandingHeavy
033 LandingFallSpecial
034 StepJump
035 StepPose
036 StepBack
037 StepAirPose
038 StepFall
039 GlideStart
03A GlideDirection
03B GlideWing
03C GlideAttack
03D GlideEnd
03E GlideLanding
03F GuardOn
040 Guard
041 GuardOff
042 GuardDamage
043 EscapeN
044 EscapeF
045 EscapeB
046 EscapeAir
047 Rebound
048 Attack11
049 Attack12
04A Attack13
04B Attack100Start
04C Attack100
04D AttackEnd
04E AttackDash
04F AttackS3Hi
050 AttackS3S
051 AttackS3S2
052 AttackS3S3
053 AttackS3Lw
054 AttackHi3
055 AttackLw3
056 AttackS4Start
057 AttackS4S
058 AttackS4S
059 AttackS4S2
05A AttackS4S
05B AttackS4Hold
05C AttackHi4Start
05D AttackHi4
05E AttackHi4Hold
05F AttackLw4Start
060 AttackLw4
061 AttackLw4Hold
062 AttackAirN
063 AttackAirF
064 AttackAirB
065 AttackAirHi
066 AttackAirLw
067 LandingAirN
068 LandingAirF
069 LandingAirB
06A LandingAirHi
06B LandingAirLw
06C Catch
06D CatchDash
06E CatchTurn
06F CatchWait
070 CatchAttack
071 CatchCut
072 ThrowB
073 ThrowF
074 ThrowHi
075 ThrowLw
076 ThrownB
077 ThrownF
078 ThrownHi
079 ThrownLw
07A ThrownDxB
07B ThrownDxF
07C ThrownDxHi
07D ThrownDxLw
07E CapturePulledHi
07F CaptureWaitHi
080 CaptureDamageHi
081 CapturePulledLw
082 CaptureWaitLw
083 CaptureDamageLw
084 CapturePulledSnake
085 CaptureWaitSnake
086 CaptureDamageSnake
087 CapturePulledSnake
088 CaptureWaitSnake
089 CaptureDamageSnake
08A CapturePulledDxSnake
08B CaptureWaitDxSnake
08C CaptureDamageDxSnake
08D CapturePulledDxSnake
08E CaptureWaitDxSnake
08F CaptureDamageDxSnake
090 CapturePulledBigSnake
091 CaptureWaitBigSnake
092 CaptureDamageBigSnake
093 CapturePulledBigSnake
094 CaptureWaitBigSnake
095 CaptureDamageBigSnake
096 CaptureCut
097 CaptureJump
098 DamageHi1
099 DamageHi2
09A DamageHi3
09B DamageN1
09C DamageN2
09D DamageN3
09E DamageLw1
09F DamageLw2
0A0 DamageLw3
0A1 DamageAir1
0A2 DamageAir2
0A3 DamageAir3
0A4 DamageFlyHi
0A5 DamageFlyN
0A6 DamageFlyLw
0A7 DamageFlyTop
0A8 DamageFlyRoll
0A9 DamageElec
0AA DownBoundU
0AB DownWaitU
0AC DownDamageU
0AD DownDamageU3
0AE DownEatU
0AF DownStandU
0B0 DownAttackU
0B1 DownForwardU
0B2 DownBackU
0B3 DownBoundD
0B4 DownWaitD
0B5 DownDamageD
0B6 DownDamageD3
0B7 DownEatD
0B8 DownStandD
0B9 DownAttackD
0BA DownForwardD
0BB DownBackD
0BC DownSpotU
0BD DownSpotD
0BE Passive
0BF PassiveStandF
0C0 PassiveStandB
0C1 PassiveWall
0C2 PassiveWallJump
0C3 PassiveCeil
0C4 PassiveWall
0C5 FuraFura
0C6 FuraFuraStartD
0C7 FuraFuraStartU
0C8 FuraFuraEnd
0C9 FuraSleepStart
0CA FuraSleepLoop
0CB FuraSleepEnd
0CC Swallowed
0CD Pass
0CE Ottotto
0CF OttottoWait
0D0 WallDamage
0D1 StopCeil
0D2 StopWall
0D3 StopCeil
0D4 MissFoot
0D5 CliffCatch
0D6 CliffWait
0D7 CliffAttackQuick
0D8 CliffClimbQuick
0D9 CliffEscapeQuick
0DA CliffJumpQuick1
0DB CliffJumpQuick2
0DC CliffAttackSlow
0DD CliffClimbSlow
0DE CliffEscapeSlow
0DF CliffJumpSlow1
0E0 CliffJumpSlow2
0E1 SlipDown
0E2 Slip
0E3 SlipTurn
0E4 SlipDash
0E5 SlipWait
0E6 SlipStand
0E7 SlipAttack
0E8 SlipEscapeF
0E9 SlipEscapeB
0EA AirCatch
0EB AirCatchPose
0EC AirCatchHit
0ED AirCatch
0EE SwimRise
0EF SwimUp
0F0 SwimUpDamage
0F1 Swim
0F2 SwimF
0F3 SwimEnd
0F4 SwimTurn
0F5 SwimDrown
0F6 SwimDrownOut
0F7 LightGet
0F8 LightWalkGet
0F9 LightEat
0FA LightWalkEat
0FB HeavyGet
0FC HeavyWalk1
0FD HeavyWalk2
0FE LightThrowDrop
0FF LightThrowF
100 LightThrowB
101 LightThrowHi
102 LightThrowLw
103 LightThrowF
104 LightThrowB
105 LightThrowHi
106 LightThrowLw
107 LightThrowDash
108 LightThrowAirF
109 LightThrowAirB
10A LightThrowAirHi
10B LightThrowAirLw
10C LightThrowAirF
10D LightThrowAirB
10E LightThrowAirHi
10F LightThrowAirLw
110 HeavyThrowF
111 HeavyThrowB
112 HeavyThrowHi
113 HeavyThrowLw
114 HeavyThrowF
115 HeavyThrowB
116 HeavyThrowHi
117 HeavyThrowLw
118 SmashThrowF
119 SmashThrowB
11A SmashThrowHi
11B SmashThrowLw
11C SmashThrowDash
11D SmashThrowAirF
11E SmashThrowAirB
11F SmashThrowAirHi
120 SmashThrowAirLw
121 Swing1
122 Swing3
123 Swing4Start
124 Swing4
125 Swing42
126 Swing4Hold
127 SwingDash
128 Swing1
129 Swing3
12A Swing4Bat
12B SwingDash
12C Swing1
12D Swing3
12E Swing4Start
12F Swing4
130 Swing42
131 Swing4Hold
132 SwingDash
133 Swing1
134 Swing3
135 Swing4Start
136 Swing4
137 Swing42
138 Swing4Hold
139 SwingDash
13A Swing1
13B Swing3
13C Swing4Start
13D Swing4
13E Swing42
13F Swing4Hold
140 SwingDash
141 ItemHammerWait
142 ItemHammerMove
143 ItemHammerAir
144 ItemHammerWait
145 ItemHammerMove
146 ItemHammerAir
147 ItemDragoonRide
148 ItemScrew
149 ItemScrew
14A ItemScrewFall
14B ItemKikc
14C ItemDragoonGet
14D ItemDragoonRide
14E ItemBIg
14F ItemSmall
150 ItemLegsWait
151 ItemLegsSlowF
152 ItemLegsMiddleF
153 ItemLegsFastF
154 ItemLegsBrakeF
155 ItemLegsDashF
156 ItemLegsSlowB
157 ItemLegsMiddleB
158 ItemLegsFastB
159 ItemLegsBrakeB
15A ItemLegsDashB
15B ItemLegsJumpSquat
15C ItemLegsLanding
15D ItemShoot
15E ItemShootAir
15F ItemShoot
160 ItemShootAir
161 ItemShoot
162 ItemShootAir
163 ItemScopeStart
164 ItemScopeRapid
165 ItemScopeFire
166 ItemScopeEnd
167 ItemScopeAirStart
168 ItemScopeAirRapid
169 ItemScopeAirFire
16A ItemScopeAirEnd
16B ItemScopeStart
16C ItemScopeRapid
16D ItemScopeFire
16E ItemScopeEnd
16F ItemScopeAirStart
170 ItemScopeAirRapid
171 ItemScopeAirFire
172 ItemScopeAirEnd
173 ItemLauncher
174 ItemLauncherFire
175 ItemLauncherAirFire
176 ItemLauncher
177 ItemLauncherFire
178 ItemLauncherAirFire
179 ItemLauncherFall
17A ItemLauncherAir
17B ItemAssist
17C GekikaraWait
17D ItemScrew
17E Guard
17F LadderWait
180 LadderUp
181 LadderDown
182 LadderCatchR
183 LadderCatchL
184 LadderCatchAirR
185 LadderCatchAirL
186 LadderCatchEndR
187 LadderCatchEndL
188 RopeCatch
189 RopeFishing
18A SpecialNBittenStart
18B SpecialNBitten
18C SpecialNBittenEnd
18D SpecialAirNBittenStart
18E SpecialAirNBitten
18F SpecialAirNBittenEnd
190 SpecialNDxBittenStart
191 SpecialNDxBitten
192 SpecialNDxBittenEnd
193 SpecialAirNDxBittenStart
194 SpecialAirNDxBitten
195 SpecialAirNDxBittenEnd
196 SpecialNBigBittenStart
197 SpecialNBigBitten
198 SpecialNBigBittenEnd
199 SpecialAirNBigBittenStart
19A SpecialAirNBigBitten
19B SpecialAirNBigBittenEnd
19C SpecialHiCapture
19D SpecialHiDxCapture
19E SpecialSStickCapture
19F SpecialSStickAttackCapture
1A0 SpecialSStickJumpCapture
1A1 SpecialSDxStickCapture
1A2 SpecialSDxStickAttackCapture
1A3 SpecialSDXStickJumpCapture
1A4 ThrownZitabata
1A5 ThrownDxZitabata
1A6 ThrownGirlZitabata
1A7 ThrownFF
1A8 ThrownFB
1A9 ThrownFHi
1AA ThrownFLw
1AB ThrownDxFF
1AC ThrownDxFB
1AD ThrownDxFHi
1AE ThrownDxFLw
1AF GanonSpecialHiCapture
1B0 GanonSpecialHiDxCapture
1B1 SpecialSCapture
1B2 SpecailAirSCatchCapture
1B3 SpecialAirSFallCapture
1B4 SpecialAirSCapture
1B5 SpecialSDxCapture
1B6 SpecailAirSDxCatchCapture
1B7 SpecialAirSDxFallCapture
1B8 SpecialAirSDxCapture
1B9 SpecialNEgg
1BA SpecialSZitabata
1BB SpecialSDxZitabata
1BC AppealHiR
1BD AppealHiL
1BE AppealSR
1BF AppealSL
1C0 AppealLwR
1C1 AppealLwL
1C2 EntryR
1C3 EntryL
1C4 Win1
1C5 Win1Wait
1C6 Win2
1C7 Win2Wait
1C8 Win3
1C9 Win3Wait
1CA Lose
1CB DamageFace
1CC Dark
1CD Spycloak
 

Bero

Smash Journeyman
Joined
Jan 10, 2010
Messages
409
Location
Japan
@TheSilenceOfNoOne
Thanks !
I have to complete STDT editor soon for return
 

[TSON]

Hella.
Joined
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Messages
3,422
Location
Macomb, MI
NNID
oTSONo
: D

Like Dantarion said, the ones after that are all Character Specific, for specials. So just label them "Special"
 

tehshyguy

Smash Rookie
Joined
Mar 19, 2010
Messages
16
....is there any C# that isnt a trial, but is still free? i still have a few weeks left, but i don't want waste my time to learn all 23 lessons just to create one program... actually im on lesson 17(enums) so i guess ill finish them and try to create a few programs....
 

Bero

Smash Journeyman
Joined
Jan 10, 2010
Messages
409
Location
Japan
?
You can use Visual Studio forever if you register in site of Microsoft.
 

tehshyguy

Smash Rookie
Joined
Mar 19, 2010
Messages
16
0.o

Oh... thanks, srry for the dumb question =p. Gl on your STDT editor, as well as your AI editor.

edit: finished all 23 lessons...lets see if i can make anything good =p....


edit:

sigh*....i can't even open up a hex file....i looked for help, everything always has to do with filestream....but i can't find it...
 

Bero

Smash Journeyman
Joined
Jan 10, 2010
Messages
409
Location
Japan
Updated OP.

Well, STDT editor loads data from Data/STDT folder. The data have to be named like "STGMANSION.txt".
Data format is like this.
Code:
STDT <-Data type

0x14 <- offset
Mansion Respawn Time (Frames) <-Name of value
No description <- description
1200 <- default value

0x18 <- offset
Mansion Respawn Animation Time (Frames) <-Name of value
No description <-description
120 <- default value
 

Eternal Yoshi

I've covered ban wars, you know
Joined
Mar 3, 2007
Messages
5,450
Location
Playing different games
NNID
EternalYoshi
3DS FC
3394-4459-7089
Thanks for the update. Very useful for those who are making characters.

Did I get the Syntax correct?

For STGMETALGEAR_02

Code:
STDT

0x24
Upper Tower HP 
Damage Required to destroy Upper part of the tower.
50

0x28
Lower Tower HP
Damage Required to destroy Lower part of the tower.
65

0x44
Tower Respawn Wait Time (Frames)
No description
2220
 

[TSON]

Hella.
Joined
May 7, 2008
Messages
3,422
Location
Macomb, MI
NNID
oTSONo
YES

It's almost perfect, my only problem is that it doesn't read hex values correctly. You should add the ability to tell if it's a hex or a float in the text files (and fix the typo on the Default button saying "Dafault" and reupload. :)

Thank you thank you so much this is really helpful

EDIT: Pictochat has multiple STDTs. What should I do about that?
 

Bero

Smash Journeyman
Joined
Jan 10, 2010
Messages
409
Location
Japan
@TheSilenceOfNoOne
I'm trying to solve that problem.

@Dantarion
Added you to the list. I didn't know you could write xaml.
 

Bero

Smash Journeyman
Joined
Jan 10, 2010
Messages
409
Location
Japan
Updated OP.

Now, you can add option of value type(you don't have to write them if you don't need. If you do so, BrawlBox automatically parse number as float).
Value type are "Float" "Int".

Code:
STDT

0x24 <-Offset
Upper Tower HP      <-Value name
Damage Required to destroy Upper part of the tower. <-description
50  <-default value
Int   <-Value type(optional)
 

Bero

Smash Journeyman
Joined
Jan 10, 2010
Messages
409
Location
Japan
Dantarion! I could reproduce your video!
I replaced all CE_common entries with CE entry called 80. And changed IDs in order of usual.
Then, suddenly CP acted like one in your video.

I can surely say CE is main file of AI.

EDIT
Yeah, I have understood... AIPD stands for "Artificial Intelligence Priority Degree".
I have to rename CE into AI_main...
 

Dantarion

Smash Champion
Joined
May 21, 2007
Messages
2,492
Location
Santa Barbara, CA
Nice! Although I think we need to figure out the two remaining MiscData's in fighter.pac as well.

Fighter.pac's file holds the key to figuring out all of the AI
 

Bero

Smash Journeyman
Joined
Jan 10, 2010
Messages
409
Location
Japan
One MiscData has mainly float values. I have no idea how the game uses it.
Another one... I have never looked into that well.

I'd like to look into AI's main file today.
 

Dantarion

Smash Champion
Joined
May 21, 2007
Messages
2,492
Location
Santa Barbara, CA
Bero, ill have to show you how to use USBGecko to set read breakpoints so you can tel when the game looks at any part of any file, and then you can poke values into memory to see what changes.
 

Bero

Smash Journeyman
Joined
Jan 10, 2010
Messages
409
Location
Japan
Thanks! I managed to find routine that read AIMain ID, but I couldn't do any more.
So, if you tell me that, I'll work on that first.

EDIT
I'm going to go to Tokyo for two days. So I can't post here for a while,
 

leafbarrett

Smash Lord
Joined
Jun 8, 2009
Messages
1,388
Location
USA
I think that AIPD Commands E, F, 10, and 16 might be related to falling & landing. They line up with the Actions for normal fall (E), special fall (10), and landing (16). (I dunno what F is.) I'd test it, but I can't afford to have the game crash, since my disc drive is barely functioning and I don't have the money for any sort of USB device.
EDIT: Or I could be completely wrong, looking at the rest of the AIPD for type 1. *sigh*
 

Bero

Smash Journeyman
Joined
Jan 10, 2010
Messages
409
Location
Japan
I came back

I think CE(I call them AIMain now) is related to condition evaluation and command input.
I'm going to look into it today.
 

leafbarrett

Smash Lord
Joined
Jun 8, 2009
Messages
1,388
Location
USA
Has anybody figured out what part of the AI makes the CPUs keep trying to charge attacks even if they're not chargeable anymore? (i.e. replacing Mario's FLUDD with the Tornado)
 

rPSIvysaur

[ɑɹsaɪ]
Joined
Jun 7, 2009
Messages
16,415
Can I request a bug fix?

When I'm animating, sometimes I try rotating the Z, but it ends up not rotating around it but either the X or the center of the Red, Blue and Green. IDK if you'll be able to figure this out. :/
 

Dantarion

Smash Champion
Joined
May 21, 2007
Messages
2,492
Location
Santa Barbara, CA
Has anybody figured out what part of the AI makes the CPUs keep trying to charge attacks even if they're not chargeable anymore? (i.e. replacing Mario's FLUDD with the Tornado)
CE/AIMain

http://www.youtube.com/watch?v=pNzeiW6Ep6Q

Things to look at in the vid:
Shiek does mario's "Jumping Fireball" when opponent is recovering
Shiek uses up+B recovery 100% of the time
Shiek throws a single needle when far.
Shiek transforms when Opponents are far away(Mario would charge fludd)
 

Bero

Smash Journeyman
Joined
Jan 10, 2010
Messages
409
Location
Japan
It's easy to do that.
1 Export Mario's 10A0 AIMain entry.
2 Replace Shiek's 10A0 with Mario's.

Dantarion has found each usage of AIMain. This

10A0 must be in higher priority than others.
 

Bero

Smash Journeyman
Joined
Jan 10, 2010
Messages
409
Location
Japan
I think override idea is true.
But sometimes, multiple AIMain may work in one situation. In that case, how does the game select AI to use?
 

standardtoaster

Tubacabra
Joined
Nov 26, 2009
Messages
9,253
Location
Eau Claire, Wisconsin
Bero, could you make it automatically read from the Data/STDT folder instead of always having to click switch source and choose the text file? It would also be great if you didn't have to include the default value in the text file because you're already able to find what it is.
 

Life

Smash Hero
Joined
Jul 19, 2010
Messages
5,264
Location
Grieving No Longer
So I was poking around SWF to see if anyone was hacking SSBB's AI (as 99% of hacks seem to be focused on textures, music, or new chars/stages)... and I came across this thread.

As of about 30-45 minutes ago I'm now interested in learning C#. <.<

My computer currently runs Ubuntu. I have minimal programming knowledge (though not none) but I'm taking a programming class this year (and I don't know what language it uses). Based on the above is there anything I should know? (EDIT: for one, Visual C# doesn't like Wine. hm. I do have a Windows partition but I'm not the only person who uses this computer so.... eh, I can work it out.)

EDIT2: If the OP ever gets updated, don't put me in. This will take time...
 

Bero

Smash Journeyman
Joined
Jan 10, 2010
Messages
409
Location
Japan
@standardtoaster
I see. I will change default values optional.

By the way, BrawlBox automatically reads data from STDT folder. If there are multiple STDT, you have to choose text file though.
 

tehshyguy

Smash Rookie
Joined
Mar 19, 2010
Messages
16
It would be nice to add a checkbox in the GUI that allows you to only copy/paste everything except for translations. So when people make custom animations, any character can use them without any problems. It should be simple to do i think.
 

Hozu

Smash Journeyman
Joined
Dec 11, 2009
Messages
347
Hey, in modset3, I can't replace ARC files for some reason, when I had been able to in modset2 (and the unaltered .63d). What happened there?
 

Bero

Smash Journeyman
Joined
Jan 10, 2010
Messages
409
Location
Japan
Hey, in modset3, I can't replace ARC files for some reason, when I had been able to in modset2 (and the unaltered .63d). What happened there?
That was my silly mistake... I'll upload fixed version.
 

rPSIvysaur

[ɑɹsaɪ]
Joined
Jun 7, 2009
Messages
16,415
Can I request a bug fix?

When I'm animating, sometimes I try rotating the Z, but it ends up not rotating around it but a combination of the X, Y and Z. IDK if you'll be able to figure this out. :/
Can I have a response to this Bero?
 

Yung Mei

Where all da hot anime moms at
Joined
Jul 20, 2009
Messages
5,341
i remember seeing a thread here on smashboards about someone managing to port BrawlBox over to Mac computers (iirc), if someone could be kind enough to direct me to that thread, that would be wonderful
 
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