BJ96! do you possible know something about these file format:
RFNT
FINF
TGLP
I found those in Common2 in MiscData[9] and MiscData[10].
and more funny thing, MiscData [11 - 17] is modules, 11 is the Sora_Melee module O.o
and [30 - 34] is something about "sndBmgTitleData"
I've only really looked into RFNT.
Also, did you know that "home_eng.pac" (pf/system/homebutton/) uses a U8 archive (like MKWii uses) and an RSAR node inside of it? And in the U8 archive, there's TPL, BRLYT, BRLAN, and BRFNT nodes?
Pretty hardcore
Oh and BWAV too
Font files.
As for sndBgmTitleData, I believe that's what links the song names and the songs files. (For each language; PAL version has 5 files.)
EDIT: I guess it would be interesting to note that snd_bgmSysData ties the song IDs to the stages' playlist. And I think it also contains default appearance value (00-64, the value right after the song ID).
To make viewing more convenient, switch to 12 bytes per row (the lenght of each entry).
Also, is one of the bytes hinting towards which song is and isn't unlocked from the start?
Song name and song files are specified/linked in the brsar though...
Does Brawlbox write any unedittable/non-obvious brawl-specific data when importing via .dae. When I use Brawlbox to import a custom track into Mario Kart Wii it is invisible in-game even when I change the material and shader settings to that of a .bress made by CTools (which isn't invisible in-game).
Only the primitives and vertex array data is uneditable, and that wouldn't cause any invisible issues unless the culling was in reverse, making the material's cullmode work in reverse too.
Just try setting the materials' cullmode to cull_none.