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In Progress Stage Model Imports

Which is more important?


  • Total voters
    187

Guesmu

Smash Apprentice
Joined
Aug 20, 2015
Messages
76
NOTE: As of now, all of these imported stage files are larger than the original files they overwrite. In order to install them, you will need to rebuild the ISO.
1) Open your ISO with GCR
2) Right click on "root" in the file tree on the right and click "Export". Select a location to export the entire filesystem.
3) Close GCR.
4) Go to the exported Root folder and overwrite an original file with one from this page.
5) Open GCR.
6) Click "Options" in the top and then click "Do not use game.toc".
7) Select "Root" at the top and select "Open..." and navigate to the root you just exported and modified.
8) Click "Root" again in the top left and click "Save...". Choose a name and location for the new ISO.
9) Click "Root" again and select "Rebuild".
Alternatively DTW can rebuild your iso without the need to export your iso. However as of now it can only do so one file at a time.

Yoshi's Fortune - YS

Created by - Theytah
Imported by - Zankyou

Indigo Stadium - PS

Created by - Theytah
Imported by - Zankyou

Fountain of Dreams - FoD

Created by - Zankyou

Return to Dreamland (Night) - DL

Created by - Theytah
Imported by - Zankyou

Castle Battle Field - BF

Created by - Smash King-93, -SQueen
Imported by - Zankyou

Final Destination WiiU - FD

Created by - Kurayamiblack
Imported by - Zankyou


Ocean Battefield -BF

Created by - -Smash King-93, -SQueen
Imported by - Zankyou

BattleField WiiU sunset - YLBTT

Created by - Theytah
Imported by - Zankyou

BattleField WiiU (light) - YLBTT

Created by - DSX8, Edwguard Flows
Imported by - Zankyou

Toy Time - MarthBTT

Created by - Scout, Taiko, iwantgames
Imported by - Zankyou

Hyrule Castle - PeachBTT

Created by - Edwguard Flows, DSX8
Imported by - Zankyou

Kalos League - RoyBTT

Created by - Edwguard Flows, DSX8
Imported by - Zankyou

WarioWare -YS64

Imported by - Zankyou

Metroid Labs - BowserTT

Created by - Theytah
Imported by - Zankyou

SNES- DKBTT

Created by - Theytah
Imported by - Zankyou

MetaMine - DKBTT

Created by - Xerom, br3compactor, Scout
Imported by - Zankyou

Brawl Battlefield (original Battlefield background + sunshine)- BF

Created by - Smash King-93, -SQueen
Imported by - Zankyou
Edited by - Achilles

Kalos League (Target Background) - RoyBTT

Created by - Edwguard Flows, DSX8
Imported by - Zankyou
Edited by - Achilles

Battlefino Plaza- BF

Imported by - Zankyou
Created by - Achilles

Metroid Lab - Redux

Created by - Theytah
Imported by - Zankyou
Edited by - Achilles


000 [000] // Dummy
001 [001] // TEST
STANDARD
002 [002] // Fountain of Dreams (Izumi)
003 [003] // Pokémon Stadium (Pstadium)
004 [004] // Princess Peach's Castle (Castle)
005 [005] // Kongo Jungle (Kongo)
006 [006] // Brinstar (Zebes)
007 [007] // Corneria
008 [008] // Yoshi's Story (Story)
009 [009] // Onett
010 [00A] // Mute City
011 [00B] // Rainbow Cruise (RCruise)
012 [00C] // Jungle Japes (Garden)
013 [00D] // Great Bay
014 [00E] // Hyrule Temple (Shrine)
015 [00F] // Brinstar Depths (Kraid)
016 [010] // Yoshi's Island (Yoster)
017 [011] // Green Greens (Greens)
018 [012] // Fourside
019 [013] // Mushroom Kingdom I (Inishie1)
020 [014] // Mushroom Kingdom II (Inishie2)
// 021 [015] // Akaneia (Deleted Stage)
022 [016] // Venom
023 [017] // Poké Floats (Pura)
024 [018] // Big Blue
025 [019] // Icicle Mountain (Icemt)
026 [01A] // Icetop
027 [01B] // Flat Zone
028 [01C] // Dream Land N64 (old ppp)
029 [01D] // Yoshi's Island N64 (old yosh)
030 [01E] // Kongo Jungle N64 (old kong)
031 [01F] // Battlefield (battle)
032 [020] // Final Destination (last)
TARGET TEST
033 [021] // Target Test // Mario (TMario)
034 [022] // Target Test // C. Falcon (TCaptain)
035 [023] // Target Test // Young Link (TClink)
036 [024] // Target Test // Donkey Kong (TDonkey)
037 [025] // Target Test // Dr. Mario (TDrmario)
038 [026] // Target Test // Falco (TFalco)
039 [027] // Target Test // Fox (TFox)
040 [028] // Target Test // Ice Climbers (TIceclim)
041 [029] // Target Test // Kirby (TKirby)
042 [02A] // Target Test // Bowser (TKoopa)
043 [02B] // Target Test // Link (TLink)
044 [02C] // Target Test // Luigi (TLuigi)
045 [02D] // Target Test // Marth (TMars)
046 [02E] // Target Test // Mewtwo (TMewtwo)
047 [02F] // Target Test // Ness (TNess)
048 [030] // Target Test // Peach (TPeach)
049 [031] // Target Test // Pichu (TPichu)
050 [032] // Target Test // Pikachu (TPikachu)
051 [033] // Target Test // Jigglypuff (TPurin)
052 [034] // Target Test // Samus (TSamus)
053 [035] // Target Test // Sheik (TSeak)
054 [036] // Target Test // Yoshi (TYoshi
055 [037] // Target Test // Zelda (TZelda)
056 [038] // Target Test // Mr. Game & Watch (TGamewat)
057 [039] // Target Test // Roy (TEmblem)
058 [03A] // Target Test // Ganondorf (TGanon)
ADVENTURE MODE
059 [03B] // 1 //1 Kinoko (Mushroom Kingdom Adventure)
060 [03C] // 1 //2 Castle (vs Peach & Mario [or luigi])
061 [03D] // 2 //1 Kongo (vs 2 mini Donkey Kongs)
062 [03E] // 2 //2 Garden (vs Donkey Kong)
063 [03F] // 3 //1 Meiktu (Zelda Adventure[Underground Maze])
064 [040] // 3 //2 Shrine (vs Zelda)
065 [041] // 4 //1 Zebes (vs Samus)
066 [042] // 4 //2 Dassyut (Escape from Brinstar Adventure)
067 [043] // 5 //1 Greens (vs Kirby)
068 [044] // 5 //2 Greens (vs Kirby Team)
069 [045] // 5 //3 Greens (classic Kirby music) (vs Giant Kirby)
070 [046] // 6 //1 Corneria (vs Fox [or Falco])
071 [047] // 6 //2 Corneria (vs Fox [or Falco] with massive arwing attack)
072 [048] // 7 //1 Pokémon Stadium (vs Pikachu Team, and 1 Jigglypuff if unlocked, lots of pokeball)
073 [049] // 8 //1 B Route (F //Zero Adventure[F //Zero Grand Prix])
074 [04A] // 8 //2 Mute City (vs Captain Falcon)
075 [04B] // 9 //1 Onett (vs Ness x3, lots of Mr Saturn)
076 [04C] // 10 //1 Icemt (Icicle Mountain Adventure)
077 [04D] // 10 //2 Icetop (vs Ice Climbers x2)
078 [04E] // 11 //1 Battle (vs Fighting Wireframe team, low gravity)
079 [04F] // 11 //2 Battle (vs Metal Mario [& Metal Luigi if unlocked])
080 [050] // 12 //1 Last (vs Bowser)
081 [051] // 12 //2 Last (vs Giga Bowser)
BONUS STAGE
082 [052] // Takisusume (Race to the Finish Classic)
083 [053] // Grab the Trophies (figureget)
084 [054] // Homerun Contest (homerun)
085 [055] // Heal (All-Star's Stage Inbetween Matches)
Name
Offset in dol (they're all 0x1c apart)
AABBCCDD

What the letters correspond to....
AA - ? (usally 02)
BB - icon/model/text preview id (needs some exploring)
CC - random id
DD - stage to load id

Peach's Castle
3ed6d8
02000004

Rainbow Cruise
3ed6f4
02010C0B

Kongo Jungle
3ED710
02020105

Jungle Japes
3ED72C
02030D0C

Great Bay
3ED748
0204020D

Hyrule Temple
3ED764
02050E0E

Yoshi's Story
3ED780
02080408

Yoshi's Island Melee
3ED79C
02091010

FoD
3ED7B8
020A0502

Green Greens
3ED7D4
020B1111

Corneria
3ED7F0
020C0607

Venom
3ED80C
020D1216

Brinstar
3ED828
02060306

Brinstar Depths
3ED844
02070F0F

Onett
3ED860
02120909

Fourside
3ED87C
02131512

Mute City
3ED898
0210080A

Big Blue
3ED8B4
02111418

Pokemon Stadium
3ED8D0
020E0703

Poke Floats
3ED8EC
020F1317

Mushroom Kingdom I
3ED908
02140B13

Mushroom Kingdom II
3ED924
02151614

Icicle Mountain
3ED940
02160A19

Flatzone
3ED95C
0217171B

Battlefield
3ED978
0218181F

Final Destination
3ED994
02191920

Dream Land
3ED9B0
021A1A1C

Yoshi's Island 64
3ED9CC
021B1B1D

Kongo Jungle 64
3ED9E8
021C1C1E

Random?
3EDA04
021D0000
GrBb.dat Music
['0x3', '0x37']
['0x3', '0x37']
['0x3', '0x37']
['0x3', '0x37']
['0x3', '-0x1']


GrCn.dat Music
['0x6', '-0x1']
['0x54', '-0x1']
['0x6', '-0x1']
['0x6', '-0x1']
['0x6', '-0x1']
['0x6', '-0x1']
['0x6', '-0x1']
['0x23', '-0x1']
['0x6', '-0x1']
['0x6', '-0x1']


GrCs.dat Music
['0x4', '-0x1']
['0x42', '-0x1']
['0x4', '-0x1']
['0x4', '-0x1']
['0x4', '-0x1']
['0x4', '-0x1']
['0x4', '-0x1']
['0x4', '-0x1']
['0x4', '-0x1']
['0x4', '-0x1']
['0x7', '-0x1']


GrEF1.dat Music
['0x35', '-0x1']


GrEF2.dat Music
['0x35', '-0x1']


GrEF3.dat Music
['0x35', '-0x1']


GrFs.dat Music
['0x1f', '-0x1']
['0x1f', '-0x1']
['0x1f', '-0x1']
['0x3f', '-0x1']
['0x21', '-0x1']
['0x1f', '-0x1']


GrFz.dat Music
['0x1e', '-0x1']
['0x1e', '-0x1']
['0x1e', '-0x1']
['0x1e', '-0x1']
['0x1e', '-0x1']
['0x1e', '-0x1']


GrGb.dat Music
['0x22', '0x4a']
['0x22', '-0x1']
['0x1', '-0x1']
['0x4a', '-0x1']
['0x1', '-0x1']
['0x22', '0x4a']
['0x22', '-0x1']
['0x4a', '-0x1']
['0x1', '-0x1']
['0x22', '-0x1']
['0x22', '-0x1']
['0x22', '-0x1']
['0x4a', '-0x1']
['0x22', '-0x1']
['0x4a', '-0x1']
['0x4a', '-0x1']


GrGd.dat Music
['0x32', '-0x1']
['0x32', '-0x1']
['0x32', '-0x1']
['0x21', '-0x1']
['0x4a', '-0x1']
['0x38', '-0x1']
['0x21', '-0x1']


GrGr.dat Music
['0x23', '-0x1']
['0x23', '0x31']
['0x23', '-0x1']
['0x3a', '-0x1']
['0x23', '-0x1']
['0x23', '-0x1']
['0x23', '-0x1']
['0x23', '-0x1']
['0x23', '-0x1']


GrHe.dat Music
['0x0', '-0x1']


GrHr.dat Music
['0x53', '-0x1']


GrI1.dat Music
['0x29', '0x7']
['0x29', '-0x1']
['0x7', '-0x1']
['0x29', '-0x1']
['0x7', '-0x1']
['0x7', '-0x1']
['0x29', '-0x1']
['0x29', '-0x1']
['0x29', '-0x1']


GrI2.dat Music
['0x2b', '0x7']
['0x2b', '-0x1']
['0x2b', '-0x1']
['0x2b', '-0x1']
['0x2b', '-0x1']
['0x2b', '-0x1']
['0x7', '-0x1']
['0x2b', '-0x1']
['0x2b', '-0x1']
['0x2b', '-0x1']
['0x2b', '-0x1']


GrIm.dat Music
['0x28', '0x2']
['0x28', '0x2']
['0x28', '0x2']
['0x28', '0x2']
['0x28', '0x2']
['0x28', '0x2']
['0x28', '-0x1']
['0x28', '-0x1']
['0x28', '-0x1']


GrIz.dat Music
['0x31', '-0x1']
['0x31', '-0x1']
['0x31', '-0x1']
['0x31', '-0x1']
['0x31', '-0x1']
['0x1', '-0x1']
['0x31', '-0x1']
['0x23', '-0x1']
['0x31', '-0x1']
['0x1', '-0x1']


GrKg.dat Music
['0x21', '-0x1']
['0x21', '-0x1']
['0x21', '-0x1']
['0x21', '-0x1']
['0x21', '-0x1']
['0x21', '-0x1']
['0x21', '-0x1']


GrKr.dat Music
['0x33', '-0x1']
['0x33', '-0x1']
['0x33', '-0x1']
['0x33', '-0x1']


GrMc.dat Music
['0x38', '-0x1']
['0x38', '-0x1']
['0x38', '-0x1']
['0x38', '-0x1']
['0x38', '-0x1']
['0x38', '-0x1']
['0x38', '-0x1']
['0x38', '-0x1']
['0x38', '-0x1']


GrNBa.dat Music
['0x51', '0x26']
['0x51', '0x26']
['0x50', '-0x1']
['0x51', '0x26']
['0x4', '-0x1']
['0x51', '0x26']
['0x51', '0x26']
['0x51', '0x26']
['0x50', '-0x1']
['0x41', '-0x1']
['0x27', '-0x1']
['0x41', '-0x1']
['0x41', '-0x1']
['0x1f', '-0x1']
['0x6', '-0x1']
['0x26', '0x27']
['-0x1', '-0x1']
['-0x1', '-0x1']


GrNBr.dat Music
['0x3', '0x37']
['0x3', '-0x1']


GrNFg.dat Music
['0x35', '-0x1']


GrNKr.dat Music
['0x4', '0x4d']


GrNLa.dat Music
['0x4e', '0x27']
['0x4e', '-0x1']
['0x4f', '-0x1']
['0x41', '-0x1']
['0x4e', '-0x1']
['0x1', '-0x1']
['0x4', '-0x1']
['0x4e', '-0x1']
['0x27', '-0x1']
['0x41', '-0x1']
['0x22', '-0x1']
['0x41', '-0x1']
['0x22', '-0x1']


GrNPo.dat Music
['0x51', '-0x1']


GrNSr.dat Music
['0x4b', '0x1']


GrNZr.dat Music
['0x4c', '-0x1']


GrOk.dat Music
['0x39', '-0x1']


GrOp.dat Music
['0x3a', '-0x1']
['0x3a', '-0x1']


GrOt.dat Music
['0x3c', '0x3d']
['0x3c', '0x3d']
['0x3c', '0x3d']
['0x3c', '0x3d']
['0x3c', '0x3d']
['0x3c', '-0x1']
['0x3c', '-0x1']
['0x3c', '-0x1']


GrOy.dat Music
['0x3b', '-0x1']


GrPs.dat Music
['0x40', '0x3f']
['0x40', '0x3f']
['0x40', '0x3f']
['0x40', '0x3f']
['0x41', '-0x1']
['0x3f', '-0x1']
['0x40', '0x3f']
['0x40', '0x3f']
['0x40', '0x3f']
['0x40', '0x3f']
['0x3f', '-0x1']
['0x40', '-0x1']
['0x3f', '-0x1']
['0x40', '-0x1']
['0x40', '-0x1']
['0x3f', '-0x1']
['0x40', '-0x1']
['0x3f', '-0x1']


GrPs1.dat Music
['0x40', '0x3f']
['0x40', '0x3f']
['0x40', '0x3f']
['0x40', '0x3f']
['0x41', '-0x1']
['0x3f', '-0x1']
['0x40', '0x3f']
['0x40', '0x3f']
['0x40', '0x3f']
['0x40', '0x3f']
['0x3f', '-0x1']
['0x40', '-0x1']
['0x3f', '-0x1']
['0x40', '-0x1']
['0x40', '-0x1']
['0x3f', '-0x1']
['0x40', '-0x1']
['0x3f', '-0x1']


GrPs2.dat Music
['0x40', '0x3f']
['0x40', '0x3f']
['0x40', '0x3f']
['0x40', '0x3f']
['0x41', '-0x1']
['0x3f', '-0x1']
['0x40', '0x3f']
['0x40', '0x3f']
['0x40', '0x3f']
['0x40', '0x3f']
['0x3f', '-0x1']
['0x40', '-0x1']
['0x3f', '-0x1']
['0x40', '-0x1']
['0x40', '-0x1']
['0x3f', '-0x1']
['0x40', '-0x1']
['0x3f', '-0x1']


GrPs3.dat Music
['0x40', '0x3f']
['0x40', '0x3f']
['0x40', '0x3f']
['0x40', '0x3f']
['0x41', '-0x1']
['0x3f', '-0x1']
['0x40', '0x3f']
['0x40', '0x3f']
['0x40', '0x3f']
['0x40', '0x3f']
['0x3f', '-0x1']
['0x40', '-0x1']
['0x3f', '-0x1']
['0x40', '-0x1']
['0x40', '-0x1']
['0x3f', '-0x1']
['0x40', '-0x1']
['0x3f', '-0x1']


GrPs4.dat Music
['0x40', '0x3f']
['0x40', '0x3f']
['0x40', '0x3f']
['0x40', '0x3f']
['0x41', '-0x1']
['0x3f', '-0x1']
['0x40', '0x3f']
['0x40', '0x3f']
['0x40', '0x3f']
['0x40', '0x3f']
['0x3f', '-0x1']
['0x40', '-0x1']
['0x3f', '-0x1']
['0x40', '-0x1']
['0x40', '-0x1']
['0x3f', '-0x1']
['0x40', '-0x1']
['0x3f', '-0x1']


GrPu.dat Music
['0x41', '-0x1']
['0x41', '-0x1']
['0x41', '-0x1']
['0x3f', '-0x1']


GrRc.dat Music
['0x42', '-0x1']
['0x42', '-0x1']
['0x42', '-0x1']
['0x42', '-0x1']
['0x42', '-0x1']
['0x42', '-0x1']


GrSh.dat Music
['0x4b', '0x1']
['0x22', '-0x1']
['0x4b', '0x4a']
['0x4b', '0x4a']
['0x4a', '-0x1']
['0x4b', '0x4a']
['0x4b', '0x4a']
['0x1', '-0x1']
['0x4a', '-0x1']
['0x4b', '-0x1']
['0x4b', '-0x1']
['0x22', '-0x1']
['0x1', '-0x1']
['0x1', '-0x1']
['0x1', '-0x1']
['0x4b', '-0x1']
['0x1', '-0x1']
['0x1', '-0x1']


GrSt.dat Music
['0x60', '-0x1']
['0x60', '0x3b']
['0x60', '-0x1']
['0x60', '-0x1']
['0x60', '-0x1']
['0x60', '-0x1']
['0x7', '-0x1']
['0x60', '-0x1']


GrTCa.dat Music
['0x53', '-0x2']


GrTCl.dat Music
['0x53', '-0x2']


GrTDk.dat Music
['0x53', '-0x2']


GrTDr.dat Music
['0x53', '-0x2']


GrTe.dat Music
['0x6', '0x6']


GrTFc.dat Music
['0x53', '-0x2']


GrTFe.dat Music
['0x53', '-0x2']


GrTFx.dat Music
['0x53', '-0x2']


GrTGn.dat Music
['0x53', '-0x2']


GrTGw.dat Music
['0x53', '-0x2']


GrTIc.dat Music
['0x28', '-0x1']


GrTKb.dat Music
['0x53', '-0x2']


GrTKp.dat Music
['0x53', '-0x2']


GrTLg.dat Music
['0x53', '-0x2']


GrTLk.dat Music
['0x53', '-0x2']


GrTMr.dat Music
['0x53', '-0x2']


GrTMs.dat Music
['0x53', '-0x2']


GrTMt.dat Music
['0x53', '-0x2']


GrTNs.dat Music
['0x53', '-0x2']


GrTPc.dat Music
['0x53', '-0x2']


GrTPe.dat Music
['0x4b', '-0x2']


GrTPk.dat Music
['0x53', '-0x2']


GrTPr.dat Music
['0x53', '-0x2']


GrTSk.dat Music
['0x53', '-0x2']


GrTSs.dat Music
['0x53', '-0x2']


GrTYs.dat Music
['0x53', '-0x2']


GrTZd.dat Music
['0x53', '-0x2']


GrVe.dat Music
['0x54', '-0x1']
['0x54', '-0x1']
['0x54', '-0x1']
['0x54', '-0x1']
['0x54', '-0x1']
['0x54', '-0x1']


GrYt.dat Music
['0x5f', '0x4d']
['0x5f', '0x4d']
['0x5f', '0x4d']
['0x4d', '-0x1']
['0x5f', '-0x1']
['0x5f', '-0x1']


GrZe.dat Music
['0x61', '-0x1']
['0x61', '0x33']
['0x61', '-0x1']
['0x61', '-0x1']
['0x61', '-0x1']
['0x61', '-0x1']
['0x61', '-0x1']
If you want to to access modified target stages through the Stage Select Screen get the index of the stage and replace the the last byte (DD) in the corresponding dol offset.

To change the song that plays for a given stage read this
Melee Stage Hacking Documentation (WARNING: Not User-Friendly)
Stage music

If you wish to request an import. Head over to brawl vault and post the link to that stage in here along with an image/video. As well as tag me. My import process is doing whatever I want whenever I feel like so don't expect an immediate import. Ill take it into consideration though. These things take a long time to do .

If you wish to help in some way theres plenty to do with task as simple as entering numbers in DTW, loading the game and looking for changes. Just PM me or tag me to let me know.

If you to wish
Hooded Marth Wont work.
 

zankyou

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Ive been shrinking the file sizes of the current stages and Im getting an issue with Yoshi Story. Heres the new file. Its about 2.1mb so 4 players should work with it. But let me know if you get the issue where hitting a shy guy causes an error.
 

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Achilles1515

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Almost finished with my first model import.

I was trying to think ahead for ease of creating multiple versions, with different amounts of background details, by getting the playable stage itself completely finished first. Collision points for the bottom of the stage were totally reworked and function super smooth and Melee-like now. Blastzones, camera limits, spawn points, camera properties [Batltlefield copied] adjusted. Lighting source position and color redone. Specular lighting with orange tint added to most of the wood stage elements.

I'm in love.

Capture.PNG
 

zankyou

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Almost finished with my first model import.

I was trying to think ahead for ease of creating multiple versions, with different amounts of background details, by getting the playable stage itself completely finished first. Collision points for the bottom of the stage were totally reworked and function super smooth and Melee-like now. Blastzones, camera limits, spawn points, camera properties [Batltlefield copied] adjusted. Lighting source position and color redone. Specular lighting with orange tint added to most of the wood stage elements.

I'm in love.

View attachment 117380
Looking at the textures, you might be using one of the older imports which caused lag on the wii. Not sure though.
 

Milun

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Almost finished with my first model import.

I was trying to think ahead for ease of creating multiple versions, with different amounts of background details, by getting the playable stage itself completely finished first. Collision points for the bottom of the stage were totally reworked and function super smooth and Melee-like now. Blastzones, camera limits, spawn points, camera properties [Batltlefield copied] adjusted. Lighting source position and color redone. Specular lighting with orange tint added to most of the wood stage elements.

I'm in love.

View attachment 117380
Whoaaaaaaa! Impressive, most impressive. I do wish we had a way to get some animation in the backgrounds though... My brilliant idea was to import all models over Trophy Tussle stages and have the blue ambience, but that gets old fast.

Have you thought about giving it identical collisions and blastlines to nornal Battlefield? It would make for a cool randomized (and tournament legal) skin over Battlefield in 20XX.
 
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zankyou

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which color? neutral?
It should have been in the file name. Pretty sure it says bk as I doubt I uploaded the nr one.

Whoaaaaaaa! Impressive, most impressive. I do wish we had a way to get some animation in the backgrounds though... My brilliant idea was to import all models over Trophy Tussle stages and have the blue ambience, but that gets old fast.

Have you thought about giving it identical collisions and blastlines to nornal Battlefield? It would make for a cool randomized (and tournament legal) skin over Battlefield in 20XX.
I wish animations were some way to do stage animations. I have a few ideas that Ive wanted to look into but prioritized other things.
About the battlefield thing. If you wanted to make it tourney legal itd probably be better to actually have it over battlefield and only change the model. Im interested in how my new import method works on none target test stages so I might tackle this.
 
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zankyou

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Milun's idea actually made me realize my current import method isnt compatible with keeping elements from the default stage. So I decided to start implementing that as well. This program takes an unmodified Battlefield dat and an uncompressed arcfile (Pac). Theres a few current issues I know it has that Im looking into but let me know your thoughts so that I can take it into account for the final product.
GrNBa importer
Note that the stage collision data and groundparam data are still unchanged. Im still porting over that functionality.
edit: Its back up. I took it down because I noticed an error but I couldnt quite fix it.
 
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Achilles1515

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Milun's idea actually made me realize my current import method isnt compatible with keeping elements from the default stage. So I decided to start implementing that as well. This program takes an unmodified Battlefield dat and an uncompressed arcfile (Pac). Theres a few current issues I know it has that Im looking into but let me know your thoughts so that I can take it into account for the final product.
GrNBa importer
Note that the stage collision data and groundparam data are still unchanged. Im still porting over that functionality.
edit: Its back up. I took it down because I noticed an error but I couldnt quite fix it.
So I tried this file (Project M Melee Battlefield) and I get a blank Battlefield with no objects on screen. The inputs I used were 1, 0, 1.
Is it a problem that the textures are not in the same BRES as the models?
 

zankyou

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So I tried this file (Project M Melee Battlefield) and I get a blank Battlefield with no objects on screen. The inputs I used were 1, 0, 1.
Is it a problem that the textures are not in the same BRES as the models?
Well theres two things about this. One, I assumed people would only want to main stage so it only reads the first mdl0. For some reason theres also an alignment issue somewhere because the textures show up weird. Ill probably leave it this way until I fix the alignment. Secondly, if you make the first mdl0 the main stage the program will crash. Because I incorrectly assumed the uv coordinates were an signed byte when its a signed short and this is the first time Ive encounted something with 169 uv coords. The program link is updated. Note though color structs are enabled by default so it will be too dark and theres transparency issues I have an idea for how to fix. Theres a few ways I get around this but Im trying to make it so that you dont need to open a hex editor for this. Id imagine brawlhacking would be dead if they did.
Edit: I think I realized what the issue was without even looking into the file. If I insert things or remove things, the rest of the structs arent aligned. Definitely looks like its not worth it for now to keep things.
 
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oscat

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Ive been shrinking the file sizes of the current stages and Im getting an issue with Yoshi Story. Heres the new file. Its about 2.1mb so 4 players should work with it. But let me know if you get the issue where hitting a shy guy causes an error.
Game freezes when I hit shy guys
 

zankyou

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Right now it takes me longer to download the file and select the models I want from the pac than to import it. Though there are still small bugs Im fixing.

What do you guys think. Should I keep making playable but incomplete stages, or start finishing some of the wips. Currently doing the former because Im testing for bugs in a converter.
Game freezes when I hit shy guys
Thats been fixed. Im debating whether or not to release the fixed version now or later when I update the other wips. So much to do.
 

oscat

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You're a god, that smashville's got me hyped. If you ask me, I'd say work on smashville, then the wips (biased)
 

Iceballz

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Z zankyou Are the platforms on Dracula‘s, Smashville and Delfino‘s Secret going to be animated?Anyway I would say to work on Dracula‘s, Delfino‘s, Wario Land and Smashville.
Edit:Could we possibly also see a Midgar Skin that‘s legal over battlefield in the future?
 
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zankyou

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Z zankyou Are the platforms on Dracula‘s, Smashville and Delfino‘s Secret going to be animated?Anyway I would say to work on Dracula‘s, Delfino‘s, Wario Land and Smashville.
Edit:Could we possibly also see a Midgar Skin that‘s legal over battlefield in the future?
Stage animations are not a thing.
 

Iceballz

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I mean Stage animations will probably eventually be figured out.There are several moving platforms in Melee.Though figuring out how to animate a platform seems like it‘d be quite difficult.Usually the moving platforms I think of are the ones on the training stages.Is there any way you guys could look at those and try to figure it out.Also these imports look amazing and I can‘t wait to see what else may be in store
 

PrinceJohn

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Slippi.gg
PRJN#560
Currently eliminating the need for a hex editor.


I was just rebuilding my iso too and you add another one. I am running out of places to put these. Now what am I am supposed to do? I mean, you are releasing all these amazing stages and I am running out of places to put them. I think the last page is all full, time to see if I can overwrite the custom battlefields. Oh how I suffer. Any chance you release that extra page of stage select early Achilles?
 
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zankyou

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I was just rebuilding my iso too and you add another one. I am running out of places to put these. Now what am I am supposed to do? I mean, you are releasing all these amazing stages and I am running out of places to put them. I think the last page is all full, time to see if I can overwrite the custom battlefields. Oh how I suffer. Any chance you release that extra page of stage select early Achilles?
What ever will you do when everyone can import stages.
 

zankyou

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Currently eliminating the need for a hex editor.


I should say these two stages were pretty much just spat out of the program Im making without a hex editor. For transparent objects there are properties I need to look into as well as make an easy way to add shadows to stages, but it would really help me out if you guys would test a bunch of mdl0's using this program.
Milun's idea actually made me realize my current import method isnt compatible with keeping elements from the default stage. So I decided to start implementing that as well. This program takes an unmodified Battlefield dat and an uncompressed arcfile (Pac). Theres a few current issues I know it has that Im looking into but let me know your thoughts so that I can take it into account for the final product.
GrNBa importer
Note that the stage collision data and groundparam data are still unchanged. Im still porting over that functionality.
edit: Its back up. I took it down because I noticed an error but I couldnt quite fix it.
The faster I find little bugs like this a clear them the sooner I can get an actual beta program to you guys.
 

Iceballz

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So with this new program your working on.How exactly will it work?Can I import whatever stages I‘d please from Brawl Vault?What would some complications be?Would there be a way for you to let the importer decide what stage to replace and what song ID to use?Is there any common issues with imports and will import sizes eventually shrink?And will the beta be out in the next few months?
 

zankyou

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So with this new program your working on.How exactly will it work?Can I import whatever stages I‘d please from Brawl Vault?What would some complications be?Would there be a way for you to let the importer decide what stage to replace and what song ID to use?Is there any common issues with imports and will import sizes eventually shrink?And will the beta be out in the next few months?
Way to many questions lol. Itll be ready when its ready. Its pretty usuable right now for people who understand the structure of the dat file, but since so few people really know how to navigate a dat file and change things its useless to release as is.
 

zankyou

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So I spent today finding a bunch of flags and reverse engineering the mdl0 file. These flags have been incorporated into the new converter. Ive put the program in what used to be the super mario bros thread. Right now its limited the Sheiks btt stage and only takes up to two mdl0's from any brres in an arc file. The only reason why these limitations exist is to help me test things. Try it out and let me know your thoughts.



Characters have also been broken off into a different thread
So with this new program your working on.How exactly will it work?Can I import whatever stages I‘d please from Brawl Vault?What would some complications be?Would there be a way for you to let the importer decide what stage to replace and what song ID to use?Is there any common issues with imports and will import sizes eventually shrink?And will the beta be out in the next few months?
Ill probably start answering these questions in the thread pertaining to the program.
 
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UnclePunch

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Thats what the fix is for.
Oh, I was under the impression that the fix fixed the shy guy crash.

To clarify, I've tried the one in OP but it never loaded on console, only dolphin.
Just tried the one you posted named GrStNew.dat and that one loads on console but crashed when I hit a shyguy.
 

zankyou

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Oh, I was under the impression that the fix fixed the shy guy crash.

To clarify, I've tried the one in OP but it never loaded on console, only dolphin.
Just tried the one you posted named GrStNew.dat and that one loads on console but crashed when I hit a shyguy.
Were you using a vanilla iso?
 

zankyou

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I think everything that needs to be imported is there. Just a matter of changing flags and the background bone.
Achilles1515 Achilles1515 or anyone else want to finish this stage while I do other stuff.
 

UnclePunch

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Made a Stage Pack of most of the imports into the "Hacked Stages" select screen for 20XX. Comes with stage icons.

http://www.mediafire.com/download/atl6los7wa8zx15/Stage_Pack.zip

Added:

-Silph Co
-Metal Cavern
-Miiverse
-75m
-Metroid Lab
-Kalos w/ background
-Suzuka Castle

How-To

-Place all the files in the .zip into your 20XX root folder. Open GCR > Options > Check Do not use 'game.toc'.
-Rebuild.




 
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