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1  Help & Tutorials / General Tutorials / Re: How to add song titles to Custom Sound Engine Music on: January 08, 2015, 02:21:57 PM
I know this is slightly outside the scope of the tutorial, but is it possible to add the custom sound engine's extra music slots to a tracklist? The last time I looked at sound modifications, tracklists and music slots could be swapped but not added to stages.

Also, if an expansion stage were to have 16 songs, do I still need to assign it a tracklist from a stage already in Brawl?

Ideally, I'm looking to see if you know how to add music slots to tracklists or create a new tracklist for custom stages.

Edit: Apparently BrawlDJ is the way to go! http://opensa.dantarion.com/wiki/BrawlDJ#Downloads This is exciting!

Edit 2: BrawlDJ does not work  Cry


1. I believe Dantarion said that it is possible to edit/add tracklists, but doing so would corrupt save files. Don't quote me on it, though.

2.To achieve more songs on a single expansion stage, you would have to assign it another tracklist then use the Stage-Song Dependant Song Loader. At least that's how I do it.
2  Help & Tutorials / General Tutorials / How to add song titles to Custom Sound Engine Music on: December 20, 2014, 05:46:04 PM
For those using Dantarion's Custom Sound Engine for extra music slots, you may have noticed that when the match starts no text is displayed on the top-left of the screen. Well I noticed and it started to bug me, so after some tinkering I figured out to fix this little problem. After two weeks of testing, I can confirm that this should be My Music safe.

Note: My Music is unaffected by this tutorial, so custom music play chance still cannot be modified in My Music.

For those that just want to plug-and-play, check out the Basic Tutorial below:

I have prepared a package that creates titles for slots C000 through C25F. That equates to 16 songs for all 37 stages added with the Stage Expansion Code, which should be enough to satisfy most users. You can download it here.

If you are using Riivolution, you may have to rename the files to info_en.pac and common2_en.pac. Though I have not tested it, BrawlEx Users should be able to export MiscData[13] from my common2.pac and insert it into Phantom Wings' modified common2.pac. When you are ready, put info(_en).pac in /pf/info2/, and common2(_en).pac in /pf/system/.

Once placed properly, you can edit info.pac just as you would normally replace Song Titles in Brawl. The song titles that I have added are appropriately named for easy searching. 0000C14F.brstm's song title is 'C14F', for example.


For those that want to follow my process to make their own custom slots, check out the Manual Tutorial below:

Step 1: Preparation
First, acquire two fresh copies of info.pac and common2.pac. I assume you know where to acquire these files. Now, open Common2.pac in Brawlbox, and export MiscData[13] to a file. Then, open MiscData[13] in your Hex Editor.



Select the block from 0xB0 to 0xDF. Copy and paste this data onto a new file and save it. This is the slot data for the song "Battlefield" on Battlefield. We'll be using it as a template for our own slots, as its settings seem to work fine for me.



Now, select the block from 0x31D0 to 0x3217 (assuming you're starting from a fresh MiscData[13]). Copy and paste this data onto a new file and save it. This data contains the footer of the file, which will be pasted back on after we make our changes, so you can delete this block after saving it to file.

Step 2: Adding Title Slots



First, open the file containing "Battlefield"'s data if it is not still open. We're going to make some changes. Replace the first four bytes (red) with the name of the song that you want to add a Title Slot for. For example: 0000C010.BRSTM is the first song for my first Stage Expansion slot, so I would put $0000C010 as the first four bytes.

Then, jump to 0x10. Replace these next four bytes (blue) with the slot ID you want to give the song title. This is the line number that will be read from info.pac. The last slot used is $00000108 for "The Hidden Village", so use $00000109 for this with each consecutive slot added going further up in this fashion.

Now, copy the entire file and paste it onto the end of MiscData[13] (assuming you deleted the footer). There you go. You just added a Title Slot! Now repeat this step for any other tracks that you want to add Title Slots for, but keep track of which line number links to which track.

Step 3: Finishing MiscData[13]
Now that you have all of your desired slots, we just need to clean up MiscData[13] a bit. First, paste the footer back onto the end of the file. We don't need to change anything on it, thankfully.



Go back to the start of the file (0x0). The first four bytes (red) need to be changed. They represent the total filesize, so figure that out and replace the value. The second four bytes (blue) represent the size of the slot data. For simplicity's sake, the value always ends up being (filesize - $38).

Save and close MiscData[13]. Now, reimport it back into Common2.pac. I am not too certain about Common2.pac's size limit, but you can set it's compression from LZ77 to ExtendedLZ77 to reduce its filesize and keep it working on Gecko, which is much more picky than Riivolution.

Step 4: Adding Titles
Open info.pac in Brawlbox and go to MiscData[140]. Hit the + button to add a new line. This new line is ID $0109, the slot we added in MiscData[13]. Now, type in the title of the track you assigned to slot $0109. Keep adding lines until you have a title for every slot you added. Set info.pac's compression from LZ77 to ExtendedLZ77 to reduce filesize, and you're done!

Place info.pac in /pf/info2/ and Common2.pac in /pf/system/. If you are using Riivolution, don't forget to name the files info_en.pac and Common2_en.pac. I heard that previous File Replacement Codes have trouble replacing Common2, so I suggest using the File Patch Code v3.5.1b if you use Gecko (you should already have this if you are using BrawlEx).


Troubleshooting:

Q: My Wii freezes when the Song Title should come up.
A: This means that the game recognizes the slots you added (common2 is working), but could not find the corresponding line in info.pac. Either info.pac is improperly named, it is too big or incorrectly formatted, or you gave an incorrect line number in MiscData[13].

Q: My Wii does not freeze, but my custom titles do not show up.
A: This means that common2 is not being read. If you are using the File Patch Code, you will most likely have problems patching common2. This is just a flaw of the code, unfortunately. Just reset and hope it works this time. If you are using Riivolution, make sure that common2 is renamed to common2_en.pac if necessary.


I hope I have been as clear as possible.
3  Super Smash Bros. Brawl Hacking / Programming / Re: The BrawlEx Clone Engine on: April 25, 2014, 08:41:58 PM

I don't know what's wrong with this clone. The franchise logo appears as symbols on the results screen and only the results screen. Everywhere else, it works just fine(I have it use the smash logo). All of my other clones work just fine. Though I have them set to use the other existing franchise logos if that matters.
For the record it's a Lucas clone on slot 3F.

Edit
I forgot to mention that this happens on both Dolphin and my Wii.


I had this problem as well. I fixed it by setting my clones' cosmetic IDs to one less than the number of the icon imported into STGRESULT.PAC. For instance, even though the tutorial starts at MenSelchrMark.21, to set a character's series to that icon, enter 20 (14 in Hex) in their Cosmetic.dat.
4  Help & Tutorials / Help / Need a little help optimizing a model on: April 28, 2013, 05:12:56 PM
I decided today to finally learn how to rig models, and chose a 'frankenstein' project of Ness' Mom over Peach. I went to give the mostly-finished model a look in Brawl to check for bugs before I started rigging. Everything exported fine after a few tweaks, but the resulting .pcs is just too big.

I've tried every method listed in the tutorials for shrinking the file size. But, I feel that these methods only have high-poly models in mind, as most made the model too blocky, while barely reducing the filesize at all.

-Combining textures made the file small enough, but the resulting model was just unpleasant.
-Segab's tutorial was helpful, but there just wasn't too many vertices I could get rid of without making the result too sharp.
-And then I tried ProOptimize, which completely obliterated it.

I'm asking for a little advice here on how I could just trim the filesize down to an acceptable level. Here is a rar of my current progress, for those who want a better idea of what I'm working with. It would be a shame for (In my opinion) my best work to have to stop before I can even rig it.
5  Welcome / Rules / Feedback / Brawl Vault / Re: Brawl Vault Community Support on: May 12, 2012, 04:36:28 PM
Broken Download: http://forums.kc-mm.com/Gallery/BrawlView.php?Number=17800
Reupload: http://www.mediafire.com/download.php?ucoq5ni9k0ie7l5

Apparently, I had it all along, but only the default color.
6  Super Smash Bros. Brawl Hacking / Portraits, Menus, (etc...) / Re: SJS CSPs: Quinary Zelda on: May 10, 2012, 07:41:36 AM
I'd like to request my Ganon Hat Jiggs (missed the Jigglypuff request batch >.<), and my Kid Dracula.
7  Super Smash Bros. Brawl Hacking / Model Imports / Re: Rise of the FallenKing: Phoenix (x-men) finished! Pkmn Trainer on Snake next! on: April 22, 2012, 06:38:07 PM
Next, I'll be importing Pkmn Trainer's model onto Snake!

Yes! I'll be waiting for it.
8  Welcome / Rules / Feedback / Brawl Vault / Re: Brawl Vault Problems, Updates, and Suggestions on: March 28, 2012, 03:46:11 PM
http://forums.kc-mm.com/Gallery/BrawlView.php?Number=16492

wat?
9  Super Smash Bros. Brawl Hacking / Programming / Re: VILE's Vertex Box ~ *NEW GOODIES COMING, READ OP* on: May 10, 2011, 09:48:56 PM
I'd go with 5: It's only been two days, chillax.
10  Super Smash Bros. Brawl Hacking / Programming / Re: VILE's Vertex Box ~ *NEW GOODIES COMING, READ OP* on: May 09, 2011, 05:12:09 PM
Your new.obj is missing Polygons 25 and below. Did you have any of them selected, hidden, or deleted when you exported your vertex? I'm not sure if it would affect anything, but you could try exporting your hack to .obj again with all polygons visible and none of them selected. All of Lucario's polygons need to be in the .obj, as he has no duplicate vertex sets.

If you need those polygons to be gone in the vertex hack, just select all of the polygon's vertices and right click on the scale tool. Enter 0 in the global transform and hit enter.
11  Super Smash Bros. Brawl Hacking / Programming / Re: VILE's Vertex Box ~ *NEW GOODIES COMING, READ OP* on: May 09, 2011, 11:31:54 AM
Awesome. Hope it works out. Might encourage some folks to do more with Pikachu or Jiggs. (Pink Sanguini, anyone?)
12  Super Smash Bros. Brawl Hacking / Character Vertexes and Textures / Re: Salt's Spilled Grains on: May 03, 2011, 09:07:50 PM
Bump and double post for Mona update.
13  Super Smash Bros. Brawl Hacking / Programming / Re: VILE's Vertex Box ~ *Import Vertex Hacks In 1 Go* on: May 03, 2011, 05:42:05 PM
Personally, I don't see what's so hard to understand. Must be something I'm missing, but for the most part:

- Take the model you want to edit. Export the MDL0 and ModelData of it to the same directoy as Vile's Vertexbox. Name the MDL0 "original.mdl0".

- Convert the ModelData to a DAE with either version of AiS and import it into 3ds Max, then do the import fix with MarioKart64n's script as usual.

- Before you do anything else, check the MDL0 in Brawlbox for any polygons that share a vertex set. If any do, delete the ones that come after the first in 3ds. Say, if Polygons A, B, and C of a model all use Vertex set X, delete Polygons B and C but keep Polygon A.

- Immediately after that, export the model in 3ds to a .obj format in the same folder as Vile's Vertexbox and name it "original.obj". The default options seem to work fine for me when I tried it out.

- Now you can make your vertex hack. When you're done, export the finished model to .obj and name it "new.obj".

- Run Vile's Vertexbox. It'll compare the .obj files and produce a "new.mdl0" with the changes between the two objs applied to "original.mdl0". It basically just took out all of the work of exporting each polygon individually.
14  Super Smash Bros. Brawl Hacking / Character Vertexes and Textures / Re: jokekid's jokes triple update! triple toon link!! on: May 03, 2011, 10:01:40 AM
Toon Young Ganon is awesome. Shame I had to get rid of Tetra to fit him in, though. D:
15  Super Smash Bros. Brawl Hacking / Programming / Re: VILE's Vertex Box ~ *Import Vertex Hacks In 1 Go* on: May 03, 2011, 06:40:25 AM
Could be something on my end, but when I try to convert a Peach ModelData[0] from a vertex hack I exported from 3ds with the Vertexbox to a DAE for double-patching, the resulting DAE doesn't import properly. No actual verticies show up, even after using the MarioKart64n import fix.
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