In addition to working on Brawlbox and my SSE research, there are various programs that i create to work on whatever peaks my interest. This thread may be of use to some people, if not only for the development of PSA (which i continue to program in my spare time). For those who wish to keep up on development or to contribute, the public repo is hosted on Github
Project Smash Attacks v1.3a: The biggest additions to this version of PSA are the ability to edit Kirby hat files, as well as the item param files. Common items of course need to be exported from the ItemCommonParam.pac file or from the ItemCommonParam from common3.pac, and (hopefully) fixing random file bloating. Other then that, the rest of the changes are self explanatory and are in the changelog.
==================================== |************ Change Log ************| ==================================== - v1.3a- (8/12/2014) . Replaced 'Remove' button with 'Nop selected' button, as nopping is currently more efficient. . Fixed random file bloating (hopefully) . Fixed bug where after repack the saved file would still be open . Fixed opening DDD. (Credit to Dantarion) . Allowed parsing exit actions as well as blanks actions. . Copy button also copies selected events to clipboard as text . Added right click menu to attributes grid to view specific attributes as either int or float. . Added "Data Explorer" to select data from the file to edit. In the future this will support articles, floating points, and "Nodes" . Kirby hats are now supported* . Items are now support*
*The Kirby hats and items must have "irby" present in the filenames for the program to recognize this file as a kirby hat *The item files must have either "Itm", "itm", or "Item" present within the filename to recognize it as an item file.
BrawlEx Clone Tool v0.75a: This update introduces a few great features, one of which i feel is pretty useful in that it compresses the filesize of your cosmetic files by a significant margin by compressing each cosmetic slot to extended lz77 as well as recompresses ALL csp files to cmpr to halve the size of your sc_selcharacter.pac. The other feature that saves time is the "patch module" button. It simply opens the section editor for you to patch, and asks for the name of the clone. It will automatically name and copy your module file over for your. The rest of the update is all fixes for some fatal bugs that would crash the program. Download Link
- v0.75a- (8/12/2014) Bugs: . Fixed bug loading clones when the number of configs differ between folder . Fixed bug Where adding clones to the roster doesn't save CSSRoster.dat . Fixed bug where clones with no cosmetics would severely confuse the tool causing mismatched fighter data . Fixed bug where cosmetic form's small name entry overlapped with the CSS name . Tool will no longer display characters whose configs are below 3F to prevent errors
Features and Improvements: . Roster editor now has option to create new roster file. . Added "Patch Module" to Tools menu. open module file, edit slot, then close and save . "Reduce Filesize" button now asks to re-encode all CSP's in the sc_selcaharacter as cmpr. Quite literally halving the filesize (thats alot!)
==========Notes========== . New and experimental modules will be supported when the stable release of BrawlEx v2 is released
Hello all, In the past there have been a few Threads about unknown Brawl files, but most of them are long forgotten and died out before things could really be finished. Alot of information was discovered in those threads, but sadly there isn't one central point to keep this information, or to continue research. So, that's where this thread comes in. While most of brawl's files have been parsed and are now editable, i feel there is still potential in the files that remain mostly un-touched.One of the mostly untouched areas in Brawl modding is SSE. Some files have been partially decoded as of now, but with full knowledge over the files, we may be able to write a completely new SSE. From that, someone would be able to write a tool to edit the files. That's just one possibility of uncovering the unknown files, just think of the other files that are still unknown.
This thread is going to serve as a place for people to help with parsing Brawl files and figuring out exactly what they do. I'll post some of the information from the previous threads here as well to try and keep everything centralized. Hence why this post will borrow almost copy paste from previous threads. Thank you to all who helped uncover these files and wrote these out.
Tutorials
Intro to Hexing
For those completely new to hexing, let's do a quick little exercise. Open Brawlbox, select File --> New --> BRRES. Right-Click the BRRES and select New --> Character Animation. Finally, Right-Click the animation and create a new bone animation. You should end up with this:
Now you should have a basic animation file, 1 frame without any animation data. Right-Click and export the NEWCHR animation (CHR0) so it can be hexed. Open up the animation CHR0 in your hex editor, any hex editor will work, I'll be using Notepad++ but the results will be the same. Assuming you didn't rename the CHR0, it should look more or less like this, depending on your view settings:
So you might be thinking "i could never read what these random numbers mean!" but let's get into that right now. Since there aren't any animations in this file, it's pretty much empty. Open the animation in Brawlbox and change the Translation X keyframe value to 1, export the CHR0 and open it in hex again.
You can see some changes here and there, but how do we find out what they mean? Thanks to Brawlbox, we know that this animation file has a single keyframe with a value of 1. That number (keyframe value, not amount of keyframes) was translated into a 8-digit value called a Float value, which can be translated with this webpage. Tools like these are a hexer's best friend.
Using that webpage, you can see that 1.0 in hexidecimal is 3F 80 00 00. You should be able to find that number in your hex editor: if not, then It's highlighted in the previous image. Any single number, even 99999 or 3.14, will be displayed as an 8-digit float value. If you change the keyframe value in Brawlbox, then the only difference will be that float value: everything else remains the same.
Now let's do something cool with your hex editor: Click on the beginning of the float value and type 44 a7 20 00, save and open in Brawlbox. You just hexed the keyframe value from 1 to 1337. Pretty neat, right?
This is what Brawl hackers do to change simple number values that aren't editable in Brawlbox, as well as hacking computer files in general. Try using your new knowledge of float values and hexing to change numbers in other Brawl files, or add more keyframes with numbers and see where each number ends up.
In the meantime, I'll set up the next tutorial about identifying file structures.
Header: 0x00(4): ADSJ 0x04(4): Number of Entries in the offset section 0x08(4): Nulls 0x0C(4): Nulls
Offset section: The offset section comes right after the header in most files, and contains offsets to each jump data within the file.
Jump Data: 0x00(4) - Possibly File ID of door to 'jump' to. (decimal) 4th byte denotes door Index 0x04(4) - Possibly flags for the jump 0x08(4) - possibly File ID of door jumping from (hex) 4th byte denotes door Index 0x12 -String name of stepjump bone
GNDV: Seems to have to do with animations, possibly ground based VIS0 animations. also controls the sound that is played upon activation Found in Skyworlds collapsing clouds
Header: size- 0x08 0x00 -GNDV 0x04-Number of entries in the file
Offset section: The offset section comes right after the header in most files, and contains offsets to each Ground data entry in the file
Ground data: Entry size -0x30
0x00 - string of entry / bone that triggers the animation
after the string entry The next data you will see will be the hexadecimal representation of the Infoindex for the sound that is played when the animation is triggered. In this example it is '22 9F'
All stages have a SCLA file, most have an index of MiscData[30]. Possibly Data table for stages Seems to be tied to the collision data in miscdata[2]. This file is almost completely untouched, aside from the ground data that i uncovered recently. There are likely MANY more data types within this file, its all a matter of finding out what they do.
There's also a SCLA in adventure_common_en.pac (MiscData[0]).
Header: size -0x0F 0x04 - Number of entries in offset section
Offset section: The offset section comes directly after the header in all files i've found. The File's values seem to be static between files. The offsets values here are 4 bytes long and point to offsets later in the file that contain data.
Notable Offsets: Offsets to these data tables change depending on the collision data in miscdata[2] it seems, so these will be descriptions of offsets that i know are contained in this file
-ground Collision data. Contains step + landing sounds, ground traction(Float value), and somewhat controls gfx played when dashing on ground
Ground DATA: Size of entry - 0x54 0x00 - Numeric ID of the entry 0x04 - Float value for ground traction. 0 = never ending slide. 10 = immediate stop with no slide.
GSND Sounds played on stage. found in single room battle stages (rooms like level 1, Mario vs Kirby) Labled as miscdata[8] Always contained within BLOC files.
0x00 - GSND 0X04 - Number of entries in the file 0x08 Offset section begins
Data: each offset in the offset section is relative to the beginning of the GSND file. The data the offsets point to are the Info index of sounds in smashbros_sound.brsar represented as hex. Convert these numbers to decimal to find the sound that gets played.
0x00 - Info index of sound represented in Hex ox04 - String beginning flag? always followed by 16 null bytes 0x14 - unknown float value. 0x18 - nulls 0x1C - string of stage? 0x3C - Trigger ID?
04 00 01 00 Sky World 04 01 01 00 Sky World 04 02 01 00 Sky World 04 02 01 01 Sky World
05 00 01 00 Sea of Clouds 05 01 02 00 Sea of Clouds 05 01 02 01 Sea of Clouds 05 01 03 00 Sea of Clouds
06 00 01 00 The Jungle 06 00 02 00 The Jungle 06 00 02 01 The Jungle 06 00 03 00 The Jungle 06 00 04 00 The Jungle 06 00 04 01 The Jungle
07 00 01 00 The Plain 07 00 01 01 The Plain 07 00 02 00 The Plain
08 00 01 00 The Lake (Vs. Rayquaza) 08 01 01 00 The Lake 08 01 02 00 The Lake 08 01 03 00 The Lake 08 01 03 01 The Lake 08 01 03 02 The Lake 08 01 04 00 The Lake 08 01 04 01 The Lake 08 01 04 02 The Lake 08 01 05 00 The Lake 08 01 05 01 The Lake 08 02 01 00 The Lake 08 03 01 00 The Lake
09 00 01 00 The Ruined Zoo 09 01 01 00 The Ruined Zoo (Vs. Porky) 09 02 01 00 The Ruined Zoo 09 02 02 00 The Ruined Zoo 09 02 03 00 The Ruined Zoo 09 02 03 01 The Ruined Zoo
0A 00 01 00 The Battlefield Fortress 0A 00 01 01 The Battlefield Fortress 0A 00 02 00 The Battlefield Fortress 0A 01 01 00 The Battlefield Fortress 0A 02 01 00 The Battlefield Fortress 0A 02 02 00 The Battlefield Fortress 0A 02 02 01 The Battlefield Fortress 0A 02 03 00 The Battlefield Fortress 0A 02 05 00 The Battlefield Fortress
0C 00 01 00 The Forest 0C 00 01 01 The Forest 0C 00 02 00 The Forest 0C 00 03 00 The Forest
0E 00 01 00 The Research Facility 0E 00 05 00 The Research Facility 0E 01 01 00 The Research Facility 0E 01 02 00 The Research Facility 0E 01 03 00 The Research Facility 0E 01 04 00 The Research Facility 0E 01 05 00 The Research Facility 0E 01 06 00 The Research Facility
10 00 01 00 The Lake Shore 10 00 02 00 The Lake Shore 10 01 01 00 The Lake Shore 10 01 02 00 The Lake Shore 10 02 01 00 The Lake Shore 10 02 02 00 The Lake Shore 10 03 01 00 The Lake Shore 10 03 01 01 The Lake Shore 10 03 01 02 The Lake Shore 10 03 01 03 The Lake Shore
12 00 01 00 The Path to the Ruins 12 00 01 01 The Path to the Ruins 12 00 02 00 The Path to the Ruins 12 00 03 00 The Path to the Ruins 12 01 01 00 The Path to the Ruins
14 00 01 00 The Cave 14 00 01 01 The Cave 14 00 02 00 The Cave 14 00 03 00 The Cave 14 00 03 01 The Cave
16 00 01 00 The Ruins 16 00 02 00 The Ruins 16 00 02 01 The Ruins 16 00 03 00 The Ruins 16 00 03 01 The Ruins 16 01 01 00 The Ruins
18 00 01 00 The Wilds 18 00 01 01 The Wilds 18 00 02 00 The Wilds 18 00 02 01 The Wilds 18 00 02 02 The Wilds 18 01 01 00 The Wilds (Vs. Galleom)
19 00 01 00 The Ruined Hall (Vs. Galleom)
1A 00 01 00 The Wilds 1A 00 01 01 The Wilds 1A 00 02 00 The Wilds
1B 00 01 00 The Swamp 1B 00 02 00 The Swamp 1B 00 02 01 The Swamp 1B 01 01 00 The Swamp 1B 02 01 00 The Swamp 1B 02 02 00 The Swamp 1B 02 02 01 The Swamp 1B 02 03 00 The Swamp
1C 00 02 00 The Research Facility 1C 00 02 01 The Research Facility 1C 00 03 00 The Research Facility 1C 01 01 00 The Research Facility 1C 02 01 00 The Research Facility 1C 02 02 00 The Research Facility 1C 02 02 01 The Research Facility 1C 02 03 00 The Research Facility 1C 02 04 00 The Research Facility 1C 03 01 00 The Research Facility (Vs. Ridley)
1D 00 01 00 Outside the Ancient Ruins 1D 00 01 01 Outside the Ancient Ruins 1D 00 01 02 Outside the Ancient Ruins
1E 00 01 00
1F 00 01 00 The Glacial Peak 1F 00 02 00 The Glacial Peak 1F 00 03 00 The Glacial Peak 1F 00 03 01 The Glacial Peak 1F 00 03 02 The Glacial Peak 1F 01 01 00 The Glacial Peak
2A 00 01 01 The Great Maze 2A 00 01 02 The Great Maze 2A 00 01 03 The Great Maze 2A 00 01 04 The Great Maze 2A 00 02 01 The Great Maze 2A 00 02 02 The Great Maze 2A 00 02 03 The Great Maze 2A 00 02 04 The Great Maze 2A 00 02 05 The Great Maze 2A 00 03 01 The Great Maze 2A 00 05 01 The Great Maze 2A 00 05 02 The Great Maze 2A 00 05 03 The Great Maze 2A 00 07 01 The Great Maze 2A 00 07 02 The Great Maze 2A 00 07 03 The Great Maze 2A 00 09 01 The Great Maze 2A 00 09 02 The Great Maze 2A 00 09 03 The Great Maze 2A 00 0B 01 The Great Maze 2A 00 0D 01 The Great Maze 2A 00 0D 02 The Great Maze 2A 00 0F 01 The Great Maze 2A 00 11 01 The Great Maze 2A 00 11 02 The Great Maze 2A 00 11 03 The Great Maze 2A 00 13 01 The Great Maze 2A 00 13 02 The Great Maze 2A 00 15 01 The Great Maze 2A 00 15 03 The Great Maze 2A 00 15 04 The Great Maze 2A 00 15 05 The Great Maze 2A 00 17 01 The Great Maze 2A 00 17 02 The Great Maze 2A 00 17 03 The Great Maze 2A 00 19 01 The Great Maze 2A 00 19 02 The Great Maze 2A 00 19 03 The Great Maze 2A 00 1B 01 The Great Maze 2A 00 1B 02 The Great Maze 2A 00 1B 03 The Great Maze 2A 00 1D 02 The Great Maze 2A 00 1F 01 The Great Maze 2A 00 1F 02 The Great Maze 2A 00 1F 03 The Great Maze 2A 00 21 01 The Great Maze 2A 00 21 02 The Great Maze 2A 00 23 01 The Great Maze 2A 00 25 01 The Great Maze 2A 00 29 00 The Great Maze (Vs. Petey Pirahna) 2A 00 2A 00 The Great Maze (Vs. Porky) 2A 00 2B 00 The Great Maze (Vs. Duon) 2A 00 2C 00 The Great Maze (Vs. Ridley) 2A 00 2D 00 The Great Maze (Vs. Metaridley) 2A 00 2E 00 The Great Maze (Vs. Galleom (The Wilds)) 2A 00 2F 00 The Great Maze (Vs. Rayquaza) 2A 00 33 00 The Great Maze (Shadow bug) 2A 00 34 00 The Great Maze (Shadow bug) 2A 00 35 00 The Great Maze (Shadow bug) 2A 00 36 00 The Great Maze (Shadow bug) 2A 00 37 00 The Great Maze (Shadow bug) 2A 00 38 00 The Great Maze (Shadow bug) 2A 00 39 00 The Great Maze (Shadow bug) 2A 00 3A 00 The Great Maze (Shadow bug) 2A 00 3B 00 The Great Maze (Shadow bug) 2A 00 3C 00 The Great Maze (Shadow bug) 2A 00 3D 00 The Great Maze (Shadow bug) 2A 00 3E 00 The Great Maze (Shadow bug) 2A 00 3F 00 The Great Maze (Shadow bug) 2A 00 40 00 The Great Maze (Shadow bug) 2A 00 41 00 The Great Maze (Shadow bug) 2A 00 42 00 The Great Maze (Shadow bug) 2A 00 43 00 The Great Maze (Shadow bug) 2A 00 44 00 The Great Maze (Shadow bug) 2A 00 45 00 The Great Maze (Shadow bug) 2A 00 46 00 The Great Maze (Shadow bug) 2A 00 47 00 The Great Maze (Shadow bug) 2A 00 48 00 The Great Maze (Shadow bug) 2A 00 49 00 The Great Maze (Shadow bug) 2A 00 4A 00 The Great Maze (Shadow bug) 2A 00 4B 00 The Great Maze (Shadow bug) 2A 00 4C 00 The Great Maze (Shadow bug) 2A 00 4D 00 The Great Maze (Shadow bug) 2A 00 4E 00 The Great Maze (Shadow bug) 2A 00 4F 00 The Great Maze (Shadow bug) 2A 00 50 00 The Great Maze (Shadow bug) 2A 00 51 00 The Great Maze (Shadow bug) 2A 01 01 00 The Great Maze (Vs. Tabuu)
5A 00 01 00 Classic Mode Master/Crazy Hand 5A 01 01 00 Master Hand 5A 02 01 00 Crazy Hand
26F9 Menu 1 26FA Menu 1 26FB Menu 2 26FC Battlefield 26FD Final Destination 26FE 26FF Online Practice Stage 2700 Results Display Screen 2701 Tournament Registration 2702 Tournament Grid 2703 Tournament Match End 2704 2705 Classic: Results Screen 2706 2707 All-Star Rest Area 2708 Home-Run Contest 2709 Cruel Brawl 270A Boss Battle 270B Trophy Gallery 270C Sticker Album / Album / Chronicle 270D Coin Launcher 270E 270F Stage Builder 2710 2711 2712 Target Smash!! 2713 Credits 2714 Ground Theme (Super Mario Bros.) 2715 Underground Theme (Super Mario Bros.) 2716 Underwater Theme (Super Mario Bros.) 2717 Underground Theme (Super Mario Land) 2718 Airship Theme (Super Mario Bros. 3) 2719 Castle / Boss Fortress (Super Mario World / SMB 3) 271A Title / Ending (Super Mario World) 271B Main Theme (New Super Mario Bros.) 271C Luigi's Mansion Theme 271D Gritzy Desert 271E 271F 2720 Delfino Plaza 2721 Ricco Harbor 2722 Main Theme (Super Mario 64) 2723 Ground Theme 2 (Super Mario Bros.) 2724 Mario Bros. 2725 Mario Circuit 2726 Luigi Circuit 2727 Waluigi Pinball 2728 Rainbow Road 2729 Jungle Level Ver.2 272A The Map Page / Bonus Level 272B Opening (Donkey Kong) 272C Donkey Kong 272D King K.Rool / Ship Deck 2 272E Bramble Blast 272F Battle for Storm Hill 2730 Jungle Level 2731 25m BGM 2732 DK Jungle 1 Theme (Barrel Blast) 2733 Title (The Legend of Zelda) 2734 Main Theme (The Legend of Zelda) 2735 Great Temple / Temple 2736 The Dark World 2737 Hidden Mountain & Forest 2738 2739 Tal Tal Heights 273A Hyrule Field Theme 273B Ocarina of Time Medley 273C Song of Storms 273D Molgera Battle 273E Village of the Blue Maiden 273F Gerudo Valley 2740 Termina Field 2741 Dragon Roost Island 2742 The Great Sea 2743 Main Theme (Twilight Princess) 2744 The Hidden Village 2745 Midna's Lament 2746 Main Theme (Metroid) 2747 Norfair 2748 Ending (Metroid) 2749 Vs. Ridley 274A Theme of Samus Aran, Space Warrior 274B Sector 1 274C Opening / Menu (Metroid Prime) 274D Vs. Parasite Queen 274E Vs. Meta Ridley 274F Multiplayer (Metroid Prime 2) 2750 Ending (Yoshi's Story) 2751 Obstacle Course 2752 Yoshi's Island 2753 2754 Flower Field 2755 Wildlands 2756 ATHLETIC2 (Obstacle Course (Winter)) 2757 The Legendary Air Ride Machine 2758 King Dedede's Theme 2759 Boss Theme Medley 275A Butter Building 275B Gourmet Race 275C Meta Knight's Revenge 275D Vs. Marx 275E O2 Battle 275F Forest / Nature Area 2760 Checker Knights 2761 Frozen Hillside 2762 Squeak Squad Theme 2763 Main Theme (Star Fox) 2764 Corneria 2765 Main Theme (Star Fox 64) 2766 Area 6 2767 Star Wolf 2768 2769 Space Battleground 276A Break Through the Ice 276B Star Wolf (Star Fox: Assault) 276C Space Armada 276D Area 6 Ver. 2 276E Pokémon Main Theme 276F Pokémon Center 2770 Road to Viridian City (From Pallet Town / Pewter City) 2771 Pokémon Gym / Evolution 2772 Wild Pokémon Battle! (Ruby / Sapphire) 2773 Victory Road 2774 Wild Pokémon Battle! (Diamond / Pearl) 2775 Dialga / Palkia Battle at Spear Pillar! 2776 Team Galactic Battle! 2777 Route 209 2778 Mute City 2779 White Land 277A Fire Field 277B Car Select 277C Dream Chaser 277D Devil's Call in Your Heart 277E 277F Brain Cleaner 2780 Shotgun Kiss 2781 Planet Colors 2782 2783 Fire Emblem Theme 2784 Shadow Dragon Medley 2785 With Mila's Divine Protection (Celica Map 1) 2786 2787 Preparing to Advance 2788 Winning Road - Roy's Hope 2789 Attack! 278A Against the Dark Knight 278B Crimean Army Sortie 278C Power-Hungry Fool 278D Victory Is Near 278E Ike's Theme 278F Snowman 2790 SENTOUONIISAN (Unused) 2791 EIGHTMELODIES (Unused) 2792 SMILEANDTEARS (Unused) 2793 Humoresque of a Little Dog 2794 2795 Porky's Theme 2796 Mother 3 Love Theme 2797 Unfounded Revenge / Smashing Song of Praise 2798 You Call This a Utopia?! 2799 World Map (Pikmin 2) 279A Forest of Hope 279B Environmental Noises 279C Ai no Uta 279D Tane no Uta 279E Main Theme (Pikmin) 279F Stage Clear / Title (Pikmin) 27A0 Ai no Uta (French Version) 27A1 WarioWare, Inc. 27A2 WarioWare, Inc. Medley 27A3 Mona Pizza's Song (Japanese Version) 27A4 Mona Pizza's Song (English Version) 27A5 Mike's Song (Japanese Version) 27A6 Mike's Song (English Version) 27A7 Ashley's Song (Japanese Version) 27A8 Ashley's Song (English Version)
27B3 Title (Animal Crossing) 27B4 Go K.K. Rider! 27B5 2:00 a.m. 27B6 27B7 The Roost 27B8 Town Hall and Tom Nook's Store 27B9 K.K. Crusin' 27BA K.K. Western 27BB K.K. Gumbo 27BC Rockin' K.K. 27BD DJ K.K. 27BE K.K. Condor 27BF Underworld 27C0 Title (Kid Icarus) 27C1 Skyworld 27C2 Kid Icarus Original Medley 27C3 Famicom Medley 27C4 Gyromite 27C5 27C6 Chill (Dr. Mario) 27C7 Clu Clu Land 27C8 Balloon Trip 27C9 Ice Climber 27CA Shin Onigashima 27CB Title (3D Hot Rally) 27CC Tetris: Type A 27CD Tetris: Type B 27CE Tunnel Scene (X) 27CF Power-Up Music 27D0 Douchuumen (Nazo no Murasamejo) 27D1 27D2 PictoChat 27D3 ELECTRO (Hanenbow) 27D4 Flat Zone 2 27D5 Mario Tennis / Mario Golf 27D6 Lip's Theme (Panel de Pon) 27D7 Marionation Gear 27D8 Title (Big Brain Academy) 27D9 Golden Forest (1080 Snowboarding) 27DA Mii Channel 27DB Wii Shop Channel 27DC Battle Scene / Final Boss (Golden Sun) 27DD Shaberu! DS Cooking Navi 27DE Excite Truck 27DF Brain Age: Train Your Brain in Minutes a Day 27E0 Opening Theme (Wii Sports) 27E1 Charge! (Wii Play) 27E2 MAINTHEME 27E3 Encounter 27E4 Theme of Tara 27E5 Yell "Dead Cell" 27E6 Snake Eater (Instrumental) 27E7 MGS4 Theme of Love Smash Bros. Brawl Version 27E8 Cavern 27E9 Battle in the Base 27EA BEATMANIA (Unused) 27EB Theme of Solid Snake 27EC Calling to the Night 27ED Credits (Super Smash Bros.) 27EE Menu (Super Smash Bros. Melee) 27EF Opening (Super Smash Bros. Melee) 27F0 27F1 DXTERMINAL (Master Hand) 27F2 Green Hill Zone 27F3 Scrap Brain Zone 27F4 Emerald Hill Zone 27F5 Angel Island Zone 27F6 27F7 Sonic Boom 27F8 Super Sonic Racing 27F9 Open Your Heart 27FA Live & Learn 27FB Sonic Heroes 27FC Right There, Ride On 27FD HIS WORLD (Instrumental) 27FE Seven Rings In Hand 27FF Princess Peach's Castle (Melee) 2800 Rainbow Cruise (Melee) 2801 Jungle Japes (Melee) 2802 Brinstar Depths (Melee) 2803 Yoshi's Island (Melee) 2804 Fountain of Dreams (Melee) 2805 Green Greens (Melee) 2806 Corneria (Melee) 2807 Pokémon Stadium (Melee) 2808 Poké Floats (Melee) 2809 Big Blue (Melee) 280A Mother (Melee) 280B Icicle Mountain (Melee) 280C Flat Zone (Melee) 280D Super Mario Bros. 3 (Melee) 280E Battle Theme (Melee) 280F Fire Emblem (Melee) 2810 Mach Rider (Melee) 2811 Mother 2 (Melee) 2812 Dr. Mario (Melee) 2813 Battlefield (Melee) 2814 2815 Multi-Man Melee 1 (Melee) 2816 Temple (Melee) 2817 Final Destination (Melee) 2818 Kongo Jungle (Melee) 2819 Brinstar (Melee) 281A Venom (Melee) 281B Mute City (Melee) 281C Menu (Melee) 281D Giga Bowser (Melee) 281E 281F Adventure Map 2820 Step: The Plain 2821 Step: The Cave 2822 Step: Subspace 2823 Boss Battle Song 1 2824 SSE Results 2825 Boss Battle Song 2 2826 Save Point 2827 SSE DK Jungle 2828 SSE Airship theme 2829 SSE Halberd Interior 282A SSE Metroid Prime Data Select 282B SSE Brinstar 282C Step: Subspace Ver.2 282D Step: Subspace Ver.3 282E SSE Halberd Moving
GMTA*Updated Inside BLOC files, most often in miscdata[5]
=================================================================== Header: 0x00 - GMTA 0X04 - number of entries 0x08 - offset section begins
==Hitbox Data== *there are ALOT of unknown values here, but these are what i've found so far*
0x3C - File index of model specifying hitbox bone and location 0x1E4 - Damage Multiplier (Scales with Difficulty) 0x1E8 - Hitbox Size 0x20C - Hitbox Effect 0x228 - Hitbox sfx
GMWA*NEW Inside BLOC files, most often in miscdata[5]
=================================================================== Header: 0x00 - GMWA 0x04 - Number of entries 0x08 - Offset section begins
==Button Data== 0x0C - Y-rotation 0x20(2) - Always 0x0001? 0x22(2) - positioning model File index. if 0xFF(none) position will be overridden with local float values? 0x28(4) - Button ID? 0x2C(4) - Trigger ID of this button 0x30(4) - Trigger ID to activate 0x88(4) - Hurtbox size
GMOT(grAdventureMotionGround) It's currently unknown what the applicable difference is between GMOT and GMOV, Both seem to move objects with collisions attached to them
=================================================================== Header: 0x00 - GMOT 0x04 - Number of entries 0x08 - Offset section begins
==Data== 0x00(3C) - Unknown float values 0x3C(1) - Hexadecimal File Index of Model data in BBox associated with the object to be moved 0x3D(1) - Hexadecimal File Index of Collision Data in BBox associated with the object to be moved 0x118(4) - Hexadecimal Info index of sound to be played
GMOV(grAdventureMoveGround) It's currently unknown what the applicable difference is between GMOT and GMOV, Both seem to move objects with collisions attached to them
=================================================================== Header: 0x00 - GMOV 0x04 - Number of entries 0x08 - Offset section begins
==Data== 0x00(44) - Unknown float values 0x3C(1) - Hexadecimal File Index of Model data in BBox associated with the object to be moved 0x3D(1) - Hexadecimal File Index of Collision Data in BBox associated with the object to be moved
=================================================================== ==Hitbox Data== *there are many unknown values here, but these are what i've found so far*
0x00(3C) - Padding 0x3C - File index of model 0x20c - Hitbox effect 0x228 - Hitbox sfx 0x240 - x-translation 0x244 - y-translation 0x248 - z-translation 0x264(3C) - Padding
GEFF*NEW Inside BLOC files, most often in miscdata[8]