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Sky Grounder
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    « Reply #30 on: December 11, 2011, 10:31:50 AM »


    I've extracted the files from the jump ARC (the one with the ADSJ files) and added stage names that I think the files refers to.
    http://www.mediafire.com/?6fn7uudfvubdteo
    Also, the stage IDs aren't exactly like the file names (at least not with every stage), but I still think they are stage IDs.
    MiscData[4] Skyworld
    Files: 040001, 040101, 040201, 040201.pac

    1. 04 00 01 00  01 01 01 00  04 00 01 00 sj_01_start

    2. 04 00 01 01  02 01 01 00  04 00 01 00 sj_01_start

    3. 04 01 01 00  01 01 01 00  04 01 01 00 sj_01_start

    4. 04 01 01 01  02 01 01 00  04 01 01 00 sj_01_start

    5. 04 02 01 00  01 01 01 00  04 02 01 00 sj_01_start

    6. 04 02 01 01  00 01 00 00  04 02 01 01 sj_01a_start

    7. 04 02 01 02  02 01 01 00  04 02 01 00 sj_01_start

    8. 04 02 01 A0  00 01 01 00  04 02 01 00 sj_from_01a
    Blue: 3 first bytes read as dec, not sure about the 4th. (Stage ID also?)
    Green: Each byte read as hex. (Stage ID?)
    Red: Entrance/exit properties?


    About the BLOC format, it's really simple:

    Header: 0x0F
    0x00(4) - BLOC
    0x04(4) - Number of strings to entries
    0x08(4) - 0x80 (128) (haven't seen any other numbers yet)
    0x0C(4) - Nulls

    String = 4 bytes
    the strings lead to formats such as:
    GDOR (door related?)
    GLOK
    GET1
    GFSR
    GMOV (auto movement of stages??)
    GMOT
    GFT2
    GENC
    GEPT
    GEG1
    EPSP (AI)

    ...and many more formats.
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    « Reply #31 on: January 01, 2012, 11:10:51 AM »


    Bump. Did everyone lose interest? Undecided
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    « Reply #32 on: January 01, 2012, 01:44:54 PM »


    Nah, I just was busy w/ schoolwork (and still am, for today)
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    « Reply #33 on: January 01, 2012, 01:56:52 PM »


    Nah, I just was busy w/ schoolwork (and still am, for today)
    In the christmas holidays? D:
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    « Reply #34 on: January 01, 2012, 02:28:01 PM »


    That's what you get with a difficult science course. It's just writing equations and gas laws now, though. Tedious, but easy.
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    Tyshy
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    « Reply #35 on: March 05, 2014, 08:18:55 AM »


    I would like to help sse is my favorite mode in the game
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    Sammi Husky
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    « Reply #36 on: March 16, 2014, 02:22:14 AM »


    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.

    =========================================================================

    I also have more info on the ADJS files.

    Header:
    Size - 0x0F

    0x00(4): ADSJ
    0x04(4): Number of Entries in the offset section
    0x08(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 / unknown
    1st 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-room
    String name of the jump



    These are still just speculation, but it's a good start. i AM 100% sure about the offset section and the offset entries count though.
    « Last Edit: March 16, 2014, 09:23:53 PM by Sammi Husky » Logged

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    « Reply #37 on: March 24, 2014, 11:15:22 AM »


    Nice. I worked on this a long time ago, until my laptop stopped working, and I lost all my work.
    Still, I do have a link to a folder containing all the exported ADSJ files:
    http://www.mediafire.com/download/6fn7uudfvubdteo/jump_(ADSJ).zip

    These stages don't contain ADSJ files, due to being only one-room stages or coded differently:
    Midair stadium (3 stages, but still doesn't use ADSJ)
    The Ruined Hall
    The Glacial Peak
    Battleship Halberd Bridge

    ADSJ files connects the different parts of stages. It uses offsets to refer to the stage-ID, and I believe the flags are for which entrance / outrance are used (perhaps Bone-IDs?)

    ---

    EDIT: I also have the format for BGMG files, which controls which song is played in which stage (room) in SSE:
    http://www.mediafire.com/view/jhelruref80vne9/BGMG_simple.txt

    « Last Edit: March 24, 2014, 11:21:04 AM by Sky Grounder » Logged

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    « Reply #38 on: March 24, 2014, 01:25:40 PM »


    Going to lock this thread, just so anything newly found doesn't go in this dead topic.
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