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Author Topic: SSE Investigation Collab...  (Read 13616 times)
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Sky Grounder
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    « Reply #15 on: December 06, 2011, 11:10:56 AM »


    It's great to know that I'm not the only one interested in figuring out the SSE files Cheesy

    I think I might look into that "jump" ARC. Linking stages in different ways would be useful, especially if we discover what triggers room (file) transitions. After all, the fist step to editing any SSE stage would be defining the layout - collisions, rooms, and such.
    Well the "jump" ARC contains 29 files which all have the format "ADSJ". The format is really simple, just like the "BGMG" format.

    Here's my specs:

    ADSJ:

    Header:
    Size - 0x0F

    0x00(4): ADSJ
    0x04(4): Number of strings to entries
    0x08(4): Nulls
    0x0C(4): Nulls


    Strings:
    Size - 0x03

    Every string is 4 bytes and leads to the entries.


    Entries:
    Size - 0x2C

    0x00 - 0x0B (0x0B bytes long): unknown
    0x0C - 0x2C (0x20 bytes long): Name string

    I used MiscData[40] as a reference (underworld?).
    I put the unknown digits in notepad so I could compare them:
    1. 04 00 01 00  01 01 01 00  04 00 01 00

    2. 04 00 01 01  02 01 01 00  04 00 01 00

    3. 04 01 01 00  01 01 01 00  04 01 01 00

    4. 04 01 01 01  02 01 01 00  04 01 01 00

    5. 04 02 01 00  01 01 01 00  04 02 01 00

    6. 04 02 01 01  00 01 00 00  04 02 01 01

    7. 04 02 01 02  02 01 01 00  04 02 01 00

    8. 04 02 01 A0  00 01 01 00  04 02 01 00

    I believe the bytes in green loads the file with those numbers, for example:
    04 00 01 00 loads 040001.pac,
    04 01 01 00 loads 040101.pac,
    04 02 01 00 loads 040201.pac and
    04 02 01 01 loads 040201a.pac (the last digit most likely adds a letter to the name if over 00 (alphabetically).

    Some of the entries loads the same file. I guess it's because there are multiple entrances and exits.
    The rest of the bytes likely contains some other IDs.


    @Tcll: Maybe the "BLOC" file is a container for other files just like "ARC" and "BRRES"?
    « Last Edit: December 06, 2011, 11:16:39 AM by Sky Grounder » Logged

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    « Reply #16 on: December 06, 2011, 01:17:39 PM »


    ADSJ Most likely stands for "Adventure Stage Jump"

    May I suggest that we find one of the simplest stages (1 room to a sub-room, preferably) and modify it so that instead of jumping to the sub-room, it jumps to, say, Tabuu?

    The Plains would probably fit:

    The Plains
    070001 : After the Minister!
    070001a: Sub-room
    070002 : The Floating Platform
    « Last Edit: December 06, 2011, 01:32:32 PM by ForOhFor Error » Logged


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    « Reply #17 on: December 06, 2011, 01:39:55 PM »


    ADSJ Most likely stands for "Adventure Stage Jump"

    May I suggest that we find one of the simplest stages (1 room to a sub-room, preferably) and modify it so that instead of jumping to the sub-room, it jumps to, say, Tabuu?

    The Plains would probably fit:

    The Plains
    070001 : After the Minister!
    070001a: Sub-room
    070002 : The Floating Platform
    I think that's just a coincidental acro 0.o

    I think there'd more likely be an ID offset to jump to... >_>
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    « Reply #18 on: December 06, 2011, 05:24:17 PM »


    It's a useful acronym nonetheless; We'll never know what it stands for for sure, but we can damn well guess.

    Besides, it's easy enough to remember.

    Oh, in this:
    http://forums.kc-mm.com/index.php?topic=3609.0
    there are 34 divisions into stages. 5 are one-room. That makes 29 that need to 'jump' between rooms, the amount of ADSJ files in the Jump ARC.

    I'm willing to guess that the first 2 digits in each division correspond to the MiscData file id.

    Seems to fit, no?
    « Last Edit: December 06, 2011, 05:27:42 PM by ForOhFor Error » Logged


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    « Reply #19 on: December 07, 2011, 02:34:48 PM »


    This seems really important for my project.

    What SSE files do you guys want me to check out?
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    « Reply #20 on: December 07, 2011, 02:44:12 PM »


    If you could check various files to see if you can find enemy spawns, or find in the stages how doors and stage transitions are placed, that would be good.
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    « Reply #21 on: December 07, 2011, 05:24:38 PM »


    I'd also be interested in knowing how Boss files work, and how to properly port their effects.
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    Sky Grounder
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    « Reply #22 on: December 08, 2011, 10:00:00 AM »


    MiscData[2] in SSE stages contain respawn points for stages that have multiple respawn points (maybe you respawn to the closest one?) and
    MiscData[9] contains stepjump, which should be directly related to the stage's ADSJ file.
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    « Reply #23 on: December 09, 2011, 10:22:57 AM »


    I hope someday someone makes an editor for those files. I'm really curious to see how they work.
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    « Reply #24 on: December 09, 2011, 11:36:42 AM »


    The one I mentioned in my previous post is actually MDL0 files with only bones. (I forgot to say it >.< )
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    « Reply #25 on: December 09, 2011, 11:53:24 AM »


    Only bones? Seems a little odd.
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    « Reply #26 on: December 09, 2011, 05:14:58 PM »


    Not at all. In my casual looks through the files, I found a lot of them. Each of the bones loads an instance, or triggers something, etc.

    ModelData[9] contains one of such models that has bones with names that correspond to the strings in the entries in ADSJ files. Presumably, some programming makes this model activate a transition corresponding to the bone name, and uses the "unknowns" in the entries to load a stage with a corresponding number. The question is - why are there two of the "unknowns" in the entry?

    Anyway, It's finally the weekend, so I can totally work on this now (also, I finished Skyward Sword).
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    « Reply #27 on: December 09, 2011, 05:31:00 PM »


    Already?? It's barely come out! XD
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    « Reply #28 on: December 09, 2011, 05:34:44 PM »


    Found something i don't know if it will be useful:




    They were in MiscData[100] in 920801.
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    « Reply #29 on: December 09, 2011, 05:39:52 PM »


    That's the structure for regular stages. That's the Tabuu battle, so I guess the "proper" fights (those that P2 can't teleport in) only need the normal Melee stage bone setup.
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