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Author Topic: Brawlbox Resources & History  (Read 3857920 times)
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Giga Man
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    « Reply #13230 on: February 05, 2013, 11:43:07 PM »


    Excuse me, but I need some help. I've been using KTH's True Mario vertex over the default Mario slot, but when I go to the controller setup menu, the game freezes. I was told that if a custom texture is compressed in LZ77ex, it will freeze in the controller mode. I'm guessing it's because it's instantly spawned, which explains why said textures also freeze when summoned in training mode (when you add CPUs), in "team" battles in Classic Mode, and Stage Builder testing, which also uses default Mario.

    I put the True Mario vertex in Brawlbox, and it says "LZ77". No "ex", but I assume it's the same thing. I don't really know, though. So, my question is... WHAT DO?!

    Sorry if this is the wrong place for this kind of post...
    « Last Edit: February 05, 2013, 11:44:24 PM by Giga Man » Logged

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    « Reply #13231 on: February 06, 2013, 03:00:30 AM »


    yo BJ... i did some stage collision searching.. and ya, here's a list of th footsteps i've taken notes of (note: they have the same names as their sfx in the brsar).. there were SOME stages that made collision editor crash and close BB68

    Quote
    Footstep01 = Brick
    Footstep02 = Rock
    Footstep03 = Grass
    Footstep04 = Soil
    Footstep05 = Wood
    Footstep06 = NibuIron
    Footstep07 = Iron
    Footstep08 = Carpet
    Footstep09 = Fence???
    Footstep10 = ???
    Footstep11 = GameWatch
    Footstep12 = Danbouru???
    Footstep13 = Cloud
    Footstep14 = ???
    Water
    Bubbles
    Snow
    Ice
    Ice2
    LargeBubble = hanenbow
    SnowIce
    Crash1 = Stage Builder Spikes
    Crash2 = ???
    Crash3 = ???
    "blank entry" = soft sfx? (it was on Pokemon Stadium 2 air lift)
    « Last Edit: February 06, 2013, 03:02:42 AM by DSX8 » Logged

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    « Reply #13232 on: February 06, 2013, 06:00:41 AM »


    we can edit brsar already from a very long time since
    and super easy too
    By using Sawndz/SuperSawndz or BrawlBox?
    I tried using SuperSawndz but it wouldn't save after I put in the .wav files into the BRSAR
    « Last Edit: February 06, 2013, 06:01:50 AM by Toad75 » Logged

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    « Reply #13233 on: February 06, 2013, 08:33:40 AM »


    yo BJ... i did some stage collision searching.. and ya, here's a list of th footsteps i've taken notes of (note: they have the same names as their sfx in the brsar).. there were SOME stages that made collision editor crash and close BB68

    Actually, I did some research on the Collision files some time ago. The materials list and collision object values are unfinished:
    Quote
    COLL


    Collision object values (left->right):

    Value4 (Flags):
    2   0010 Independent
    4   0100 Module-controlled
    8   1000 SSE Unknown 050001 300001
    10   1010 SSE Unknown (independent) 100201 160202 160301

    0001 Not used?
    0010 Independent
    0100 Module-controlled
    1000 SSE Unknown


    Value7 (Boneindex):
    -1 No boneindex
    0+ Boneindex (exception: DOLPIC)

    Feature: Make it so that boneindex automatically changes with bone used for collision object.


    The rest of the values isn't used.

    -----------------------------

    Unnamed materials:

    Stage / FileIndex / Value

    DOLPIC [3] [50/54 (Sand)] 1B, 1C
    EMBLEM [2/3] 18
    FAMICOM [2] 1A
    FZERO [2]    1B
    JUNGLE [41/52] 18
    MARIOPAST_0x    [2] 18, 1B
    OLDIN [2]    18
    PALUTENA [2] 18
    STADIUM [6] 1B
    TENGAN [2] 18

    HOMERUN    [2] 1D
    TARGETLV5 [2/3] 18

    SSE: Ruined Hall [2] 18

    -----------------------------

    Materials:

    Footstep1   Default
    Footstep2   Stone/hard
    Footstep3   
    Footstep4   Dirt/ground/grass
    Footstep5   Wood
    Footstep6   
    Footstep7   Metal
    Footstep8   Carpet/soft?
    Footstep9   
    Footstep10   
    Water      
    Bubbles      
    Ice      
    Snow      
    SnowIce      
    Footstep11   
    Ice2      
    Footstep12   
    Crash1      Used with module-controlled hitboxes.
    Crash2      
    Crash3      
    LargeBubbles   
    Footstep13   Cloud
    Footstep14   Subspace

    0x18      Stone2
    0x19      
    0x1A      NES (8-bit)
    0x1B      Metal2
    0x1C      Sand
    0x1D      Homerun

    Some of the materials could also use some renaming.

    EDIT:

    While I'm at it, I might aswell post some STPM values, in case any stage maker could make use of it:
    Quote
    STPM


    x = non-float
    * = I figured it out myself :P
    - = I didn't find a change
    Value1  -
    Value2  -
    Value3  -
    Value4  -
    Value5  - x
    Value6  - ShadowVerticalAngle
    Value7  - ShadowHorizontalAngle
    Value8  -
    Value9  -
    Value10 - CameraAngle
    Value11 - MinimumZ
    Value12 - MaximumZ
    Value13 - MinimumTilt
    Value14 - MaximumTilt
    Value15 - *CamRotX?
    Value16 - *CamRotY?
    Value17 - *CamScale?
    Value18 - -
    Value19 - *CamTransZ? (leave it at 1)
    Value20 - *CamTransY+ (leave it at 1)
    Value21 - *CamTransY- (leave it at 1)
    Value22 - *CamTransX+ (leave it at 1)
    Value23 - *CamTransX- (leave it at 1)
    Value24 - PauseCamX
    Value25 - PauseCamY
    Value26 - PauseCamZ
    Value27 - PauseCamAngle
    Value28 - *PauseCamZoomIn
    Value29 - *PauseCamZoomDefault
    Value30 - *PauseCamZoomOut
    Value31 - *PauseCamRotY-
    Value32 - *PauseCamRotY+
    Value33 - *PauseCamRotX-
    Value34 - *PauseCamRotX+
    Value35 - FixedCamX
    Value36 - FixedCamY
    Value37 - FixedCamZ
    Value38 - *FixedCamZoom
    Value39 - FixedHorizontalAngle (FixedCamRotX)
    Value40 - FixedVerticalAngle (FixedCamRotY)
    Value41 - -
    Value42 - -
    Value43 -
    Value44 -
    Value45 -
    Value46 -
    Value47 -
    Value48 -
    Value49 -
    Value50 - x
    Value51 -
    Value52 -
    Value53 -
    Value54 -
    Value55 -
    Value56 - x
    Value57 - x
    Value58 - x
    Value59 - x
    Value60 - x
    Value61 - x
    Value62 - x
    Value63 - x
    Value64 - x

    Changing the CamTrans values will cause undesired camera glitching.
    « Last Edit: February 06, 2013, 08:39:23 AM by Sky Grounder » Logged

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    « Reply #13234 on: February 06, 2013, 01:40:37 PM »


    That'll be nice to have!
    BTW, Value38 is an angle in degrees, just like Value10 and Value27.
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    « Reply #13235 on: February 10, 2013, 08:08:24 AM »


    a little note on RSAR

    Pokepark has an interesting format and should be looked into.
    (brbx crashes when you try to open the "audio" folder)
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    « Reply #13236 on: February 10, 2013, 10:07:03 AM »


    a little note on RSAR

    Pokepark has an interesting format and should be looked into.
    (brbx crashes when you try to open the "audio" folder)
    I would also recommend looking into the one from Skyward Sword, it has a strange layout that makes BB crash.
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    « Reply #13237 on: February 10, 2013, 10:21:59 AM »


    You can also open the BRSAR from No More Heroes (the first one), but the audio files seem pitched up (the voices, at least).
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    « Reply #13238 on: February 10, 2013, 01:42:09 PM »


    Can you guys send me the rsars from all these games?

    You can also open the BRSAR from No More Heroes (the first one), but the audio files seem pitched up (the voices, at least).

    there's a pitch value for every sound.
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    « Reply #13239 on: February 10, 2013, 02:59:36 PM »


    Pokemon Rumble and Tales of Symphonia 2 RSARs
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    « Reply #13240 on: February 10, 2013, 03:35:40 PM »


    I can send you the rsar from mario kart wii.
    you want it too?
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    « Reply #13241 on: February 10, 2013, 04:39:44 PM »


    I can send you the rsar from mario kart wii.
    you want it too?

    Nah I have that one.
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    « Reply #13242 on: February 10, 2013, 04:43:16 PM »


    Nah I have that one.

    oh ok, have you tested to replace sound effects in mario kart wii?
    i know brawlbox is for brawl (what else?) but can the next brawlbox replace sound effects from other wii games?
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    « Reply #13243 on: February 10, 2013, 05:14:55 PM »


    Can you guys send me the rsars from all these games?
    Sure thing.
    there's a pitch value for every sound.
    Ah. Makes sense.
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    « Reply #13244 on: February 11, 2013, 09:16:32 AM »


    Wii System Menu and Another Code: R rsar are in this pack
    I posted these on page 877

    http://www.mediafire.com/download.php?1mk3m0c364s0w44
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