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1  Super Smash Bros. Brawl Hacking / Programming / SSE investigation thread on: July 26, 2012, 03:26:07 PM
It's a thread about gathering info about everything SSE related, especially formats, how it's built up and their purpose.
All SSE stage files rely on only one module file, sora_adv_stage.rel. What this allows us to do, is to build our own SSE files with most, if not all the elements from other SSE stages.
However, we'll need to figure out what each format does and how they work before they can get parsed/supported in BrawlBox.

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adventure_common.pac - This file; which is stored in the same folder as the stages, holds common information about SSE stages such as stages' music tracks, SSE item files, common effect files, how stages are linked and so on.

Files:
MiscData[0] - SCLA, all SSE stages share one SCLA file.

MiscData[1] - ADPC, small file that contain mostly floating point values.

MiscData[2] - ADMG, has 0x63 entries, and each entry is 0x0C long. Purpose unknown.

MiscData[3] - folder for ADSJ files.

MiscData[4] - BGMG, this file links all songs to the respective stages.

MiscData[5] - DBCP, very short file with only 3 entries. Probably not important.

MiscData[6] - VDIF, not sure what it does.

---

What a SSE stage might contain:
MiscData[4] - camera_limit; it has camera borders that works similar to collision, but simpler.
No specific format name.

MiscData[5] - BLOC container; a simple file that holds multiple SSE files.
Most SSE formats are found within these.

MiscData[7] - Another BLOC container; I think this one is for enemies and the like.

MiscData[8] - BLOC again; not sure what purpose the formats in this file have.

MiscData[10] - ADPM; I believe it's similar to STPM.

I will update this post with more info soon.
2  Help & Tutorials / Stage Tutorials / SCN0 tutorial on: July 21, 2012, 07:48:46 AM
SCN0 tutorial

Introduction

SCN0 is what affects the environment of stages, interfaces, etc.
It plays a big role in creating a great atmosphere for stages.
BrawlBox currently only has support for viewing animation as a list and editing the values.

Header
Version - The version of the file; Brawl uses version 4.
Framecount - Tells you how many frames there are in the animation(s) in the SCN0. 1 frame = no animation.
All animations in a SCN0 follow the framecount in the header.
SpecularLightCount - The number of specular lights that are used in the SCN0.
Loop - if set to true, animation plays over when it ends.


LightSets
LightSets are what connects lights, ambience and models.
What models the LightSet affects depends on the RealIndex; if it matches the LightSet ID in Materials in the MDL0s, the lights will affect those models. Technically, you can make the light only affect certain Materials in the MDL0, as each material has its own LightSet ID.

As for characters, they all use LightSet ID 20.

LightSet entries are easy to edit, and can have at least up to 8 light entries, and 1 ambience entry per LightSet.
LightSets can also share multiple lights, and even ambience entries.

Ambience
Ambience is what sets the definite color and light for the models it affects.
What models it affects comes down to which LightSet(s) the entry is tied to.

Flags:
HasColor and HasAlpha

Lights
Lights are what affects models in a different way from ambience.
Instead of lighting up a whole model with one color, you can make it get another light on a certain direction of the model.

--

Header

LightType - There's three types of lights:
   Directional - a light without any real source, it lights up everything from a certain direction. (StartPoint sets the direction.)
   Point - a light where it has a certain distance for the light, it uses the entries in the SourceLight section.
   Spotlight - Similar to Point, but it also uses the entries in the SpotLight section; it limits the direction where it lights up.

UsageFlags:
   Enabled - tells you if the light is On or Off.
   HasSpecular - It uses the entries in the Specular Color section. (I still need to figure out how it works.)
   HasColor -
   HasAlpha -

LightEnabled - It's an animation type where the light can be turned off for specified frames (it works just like VIS0).

LightColor - This is the main color that the light emits.

---

End Points/Start Points

These values sets where the lights starts from, and where it ends.
If the LightType is set to Directional, StartPoints will only set the direction (works like rotation).

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SourceLight

If the LightType is set to Point or Spotlight, SourceLight is used.

DistanceFunction - I believe this is how the light diminishes when the endpoint has been reached.
It uses three different values: Gentle, Medium and Steep.

RefDistance - This is how far a light emits light.

RefBrightness - The brightness of the light; it usually uses a value between 0-1.

---

Specular Color

More info coming soon.

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Spotlight

This is only used if the LightType is set to Spotlight.

SpotFunction - Not sure how it works yet.

CutOff - This is the value which limits the directions the light can emit.

Fogs
Fogs reduce the visibility of certain models where the fog is set.
It covers an area between the two Z points, and affects the whole X/Y-axis between those two points.

Just like LightSets, Fogs' RealIndex is connected to the MDL0s' Materials' FogSet ID.
All characters use FogSet ID 4, except for Pokémon Trainer, who uses ID 5.

---

Type - Sets the type of fog, I'm not sure how the different types work.
StartZ - Sets the point from where the fog starts.
EndZ - Sets the point from where the fog ends.
Color - Color of the fog.

Cameras
I will not support cameras much in this tutorial, but I'll give some necessary information for stage/menumakers.

In camera Settings, there're some important values:

AspectRatio - Screenwidth.
NearZ - How close things can be to the screen before seeing through.
FarZ - How far away something can be before disappearing into black.
3  Help & Tutorials / General Tutorials / How to set up RiiFS on: April 05, 2012, 10:31:35 AM
A RiiFS server is a Riivolution server that can host hacks on your computer and transfer them to your wii over the internet/network.
It's useful for Riivo users who want to test their hacks without touching their SD card.

What you need:
- A Wii connected to the internet
- The basic Riivolution stuff + your hacks
- A SD card (any size) [Method 2 only]
- This pack


There're two ways to set this up:

Method 1 (WLAN) lets you host hacks over the network, and it's easier (and faster) to set up the server, but you can only host hacks on that network (SD/USB is not required).

Step 1:
Extract the RiiFS Server.zip from the download. You should get these files:

RiiFS\riifs.exe
riivolution\RiiFS.xml (You don't need this one!)

Step 2:
After that, take all your folders that contain hacks (including the "riivolution" folder) on your SD card and put them in the same folder as the server (the server folder acts as the root of a SD card).

On your computer, your server folder should look like this:
\RiiFS\riifs.exe
\RiiFS\riivolution\*your brawl xml*
\RiiFS\*the folders containing your hacks*

You can place the server folder anywhere on your computer.

Last step:
1. Start riifs.exe
2. Boot up Riivolution on your Wii.
3. If you've done it correctly, your Wii should connect to the server and will load the files as if it was loading from the SD card.


Method 2 (WiFi) lets you host hacks over the internet, which is useful if your Wii isn't connected to the same network as your computer, or if you want to host hacks on multiple Wiis. (SD/USB is required).

Step 1:
Extract the RiiFS Server.zip from the download. You should get these files:

RiiFS\riifs.exe
riivolution\RiiFS.xml

Step 2:
You will need to find your IP address:

1. In Windows, go down in the corner of the screen and press Start, then type in "cmd" and press enter.
2. Now that you got Command prompt open, type in "ipconfig".
3. You'll get a bunch of text, look for "IPv4-address".
4. When you find it, your address will be next to it. Write it down in notepad.

Next, open up RiiFS.xml and replace the text "PUT IP ADDRESS HERE" with your IP address.

Step 3:
After that, you take all your folders that contains hacks (including the "riivolution" folder) on your SD card and put them in the same folder as the server (the server folder acts as the root of a SD card).

Then you take the riivolution folder that contains RiiFS.xml and put it in your SD card.

Your SD card should look like this:
SD:\riivolution\RiiFS.xml

And on your computer, your server folder should look like this:
\RiiFS\riifs.exe
\RiiFS\riivolution\*your brawl xml*
\RiiFS\*the folders containing your hacks*

You can place the server folder anywhere on your computer.

Last step:
1. Start riifs.exe
2. Boot up Riivolution on your Wii.
3. If you've done it correctly, your Wii should connect to the server and will load the files as if it was loading from the SD card.


Some useful links:
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