I know this thread is long dead by now, but since somebody ELSE bumped it, i might as well share some info.
The miscdata[0] contained in the enemy files are indeed moveset files. While they themselves cannot be edited in PSA, you CAN extract the miscdata[0] and import it into someone else's file. (mario for example) using brawlbox. Then, opening that modified mario in PSAmod will reveal the PSA coding and it does indeed load it fine.
It's absolutely essential to use PSAmod though. OpenSA and tabuu will not work. The files don't seem to have any MAIN coding in the subactions whatsoever, only actions. and ALOT of actions might i add. Many of the commands in the PSA are unknown though, and sifting through and figuring out what they do will likely be a lengthy process. You can occasionally find hitboxes though, as well as a few other notable commands. Though the gfx tab in the subactions seem to hold alot of information. Just no MAIN coding.
Well, that's all i got for now. i don't believe posting here was breaking any rules since it's been bumped, but i apologize if it does. One last thing to note, Tabuu himself has well over 1,200 actions.
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I also have more info on the ADJS files.
Header:
Size - 0x0F
0x00(4): ADSJ
0x04(4):
Number of Entries in the offset section0x08(4): Nulls
0x0C(4): Nulls
Offset section:
The offset section comes right after the header in most files, and contains offsets to each jump data within the file. The "sj_" Jumps are triggered by the StepJump bones that were found prior.
every 4 bytes is an offset within the file that where the jump data begins, i used miscdata[42] as an example here:
00 00 04 1C | 00 00 04 48 | 00 00 04 74 | 00 00 04 A0 |
00 00 04 CC | 00 00 04 F8 | 00 00 05 24 | 00 00 05 50 |
00 00 05 7C | 00 00 05 A8 | 00 00 05 D4 | 00 00 06 00 |
00 00 06 2C | 00 00 06 58 | 00 00 06 84 | 00 00 06 B0 |These offsets point to the beginning of each jump, in this example, i go to the first offset (41C) and because it is the first offset, it is also the first entry in the jumps data
Beginning of Jump data / unknown1st 4 bytes are possibly flags for the jump, second is the file ID. #'s are in hex, convert to decimal to find filename. The last byte indicates sub-roomString name of the jumpThese are still just speculation, but it's a good start. i AM 100% sure about the offset section and the offset entries count though.