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1  Super Smash Bros. Brawl Hacking / Programming / Re: BrawlBox 0.76 on: June 05, 2015, 10:08:50 AM
Hello everyone. I have a question about a Regal Model I imported over Falcon. I was successfully import it from 3ds max to brawl box. But when I import the textures for the mouth and eyes, nothing shows up. Not even the default eyes and mouth. Does it have to do with falcon and his visor in the way? Could you help anyone please? I can provide the dae model and the textures if you would like. Thank you!
EDIT: Forgot to mention I'm using v0.71 BrawlBox, and I forgot to mention I used the skin wrap method to rig the model
2  Super Smash Bros. Brawl Hacking / Programming / Re: BrawlBox 0.75b on: May 22, 2015, 10:23:19 AM
I have been trying to import my Regal Wii model into Brawlbox 0.71 because 0.75b and 0.76 cause the model to look weird. And I keep getting these errors.


What do they mean? Can anyone help please? Thank you
3  Super Smash Bros. Brawl Hacking / Programming / Re: BrawlBox 0.73a on: July 03, 2014, 01:39:17 PM
Does anyone know where the locations are all the font files? Like not in the font folders, but in the pac files through Brawlbox. I read in an old thread that in MiscData[9], MiscData[10] (were raw files because brawlbox doesn't recognize them) in common2.pac and common3.pac contain font_hira.brfnt, font_melee.brfnt and font_latin1.arc, font_latin12.arc respectively.

common2.pac
- MiscData[9] = font_hira.brfnt
- MiscData[10] = font_melee.brfnt

common3.pac
- MiscData[9] = font_latin1.arc
- MiscData[10] = font_latin12.arc

So I cannot find font_watch.arc. Does anyone know where this is located at in the pac files?  Or can someone help me look for it also within the pac files? It should be 232 KB! I would be very very thankful if you can help me find it! Or is there a way to find it easier?

I'm trying to translate Project M into Korean that's why I need the font files!
4  Help & Tutorials / Help / Re: The Complete N00B's Guide to Brawl Hacking on: June 21, 2014, 02:07:25 PM
BRFNT files ARE The fonts, these are ONLY Moddable for a specific characterset for MKW unless you know the exact size and grid of the TPL for brawl'sthe font for the text and stuff such as the character names and stage names thats a ttexture of text

I know that, but just replacing the arc files and brfnt files in system/font doesn't actually change the files unless you can find them in the pac files also. I'm trying to replace the brfnt and arc files with the Korean brfnt and arc files because I'm trying to make a Korean version of PM. Because I'm messing with the .msbin files, I need the font files to be in Korean so they can actually read the Korean on the .msbin files.
5  Help & Tutorials / Help / Re: The Complete N00B's Guide to Brawl Hacking on: June 20, 2014, 02:00:18 PM
Hello! Does anyone know where the locations are all the font files? Like not in the font folders, but in the pac files. I read in an old thread that in MiscData[9], MiscData[10] in common2.pac and common3.pac contain font_hira.brfnt, font_melee.brfnt and font_latin1.arc, font_latin12.arc respectively.

common2.pac
- MiscData[9] = font_hira.brfnt
- MiscData[10] = font_melee.brfnt

common3.pac
- MiscData[9] = font_latin1.arc
- MiscData[10] = font_latin12.arc

So I cannot find font_watch.arc. Does anyone know where this is located at in the pac files? Thank you!

Or can someone help me look for it also within the pac files? It should be 232 KB! I would be very very thankful if you can help me find it!
6  Help & Tutorials / Help / Re: How to convert a Brawl PSA for Project M? on: May 29, 2014, 09:52:20 AM
Well. If I was the lazy me, I would just copy PM Wolf's Attributes over him.

If I was the super me, I would strive to search in the PM PSA what's causing the L-cancelling in the Guard SubAction, the AirDodge and such. I would also change a few moves to make him more competitive.

It's easier than it seems though. But I don't say it will look 100% legit though.

The first option does seem easier, but what do you mean by PM Wolf attributes? Do you happen to know what files I would need to mess with in Brawlbox?
7  Help & Tutorials / Help / How to convert a Brawl PSA for Project M? on: May 28, 2014, 10:36:02 AM
It's like the title says, but as you know, PM has different gravity and mechanics like L-cancelling, wavedash etc. How would make this Lloyd Irving Brawl PSA into PM? http://forums.kc-mm.com/Gallery/BrawlView.php?Number=28390 I hope someone can help with this!
8  Super Smash Bros. Brawl Hacking / Programming / Re: BrawlBox 0.72 bugfix 1 on: May 06, 2014, 07:19:17 PM
Does anyone know how the color and size codes work in the msbins? like <color=56544FFF> but this is different than html right? Same with the size?
9  Super Smash Bros. Brawl Hacking / Programming / Re: BrawlBox 0.72 - Proper UTF8 support in MSBin on: May 05, 2014, 07:18:33 PM
Yeah I'm pretty sure that's the right tag.
So it works now? Cool beans.

Kinda? When I try to change the size, it just makes it blank instead. So I'm not sure what to do from there.
10  Super Smash Bros. Brawl Hacking / Programming / Re: BrawlBox 0.72 - Proper UTF8 support in MSBin on: May 05, 2014, 03:42:57 PM
OMG I got it Blackjax!! I replaced MISCDATA[9], MISCDATA[10] in common3.pac with the Korean one, and it worked! Apparently I read that 9 and 10 are font_latin1.arc, font_latin12.arc. But would you know how to change the text size though? It seems a bit small though. Would I have to add something to the msbin file? like <size=???> etc?
11  Super Smash Bros. Brawl Hacking / Programming / Re: BrawlBox 0.72 - Proper UTF8 support in MSBin on: May 03, 2014, 09:05:22 PM
Nah I don't think the PMBR makes any changes to the DOL, and if they did, they would do it with codes.

Nintendo nor any other company programs games with raw machine code (ASM), they code it in something like C++ and compile it to ASM.

never question windows 8

Does that mean it would be possible to make a change for allowing certain kind of text to the dol?
Ah I see. I didn't know that.
12  Super Smash Bros. Brawl Hacking / Programming / Re: BrawlBox 0.72 - Proper UTF8 support in MSBin on: May 03, 2014, 08:49:54 PM
It's too bad that Korean text won't display properly in Project M, but it's always good to have progress.

Yeah it's a shame. Yes I agree, maybe one of the PMBR have some knowledge in that or maybe comparing the two dols might help some. Does Nintendo mostly code their games in ASM?
13  Super Smash Bros. Brawl Hacking / Programming / Re: BrawlBox 0.72 - Proper UTF8 support in MSBin on: May 03, 2014, 06:41:32 PM
I would like to thank you and Blackjax again Smiley
14  Super Smash Bros. Brawl Hacking / General Hacking Discussion / Does anyone know if NTSC-U Project M supports Korean text? on: April 20, 2014, 09:58:20 PM
It's basically what the title asks, but I was wondering if anyone knows if NTSC-U Project M (so I guess the NTSC-U Brawl) supports Korean characters? I messed with the MSBin file and changed the text into Korean. But after I saved it, it changes to unreadable characters. Also it shows up as squares when I load it up (kinda like how it does on the computers when you don't have the character support. (Also I changed some of the text textures already though) Also sorry if I have this in the wrong section Sad

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