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Author Topic: [Intermediate] Effect.pac Expansion Usage Tutorial  (Read 761 times)
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KingJigglypuff
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    « on: September 16, 2017, 02:18:24 PM »


    So with ony of many recent discoveries made by JOJI, we can now give Ex Fighters their own GFX IDs without needing to replace or share any.

    Requirements:
    -Your FitFighter.pac. Having your GFX already set up is optional. If you want to know how to add GFX entries to your Effect.pac before beginning this tutorial, then visit my other tutorial on the matter.
    -BrawlBox v0.71 or higher.
    -Either Project Smash Attacks (PSA), PSA Compressor, or BrawlBox v0.68b.
    Note about BrawlBox v0.68b: See this thread for details on which Fighters are safe to edit if you plan on using BrawlBox v0.68b.
    -JOJI's Effect.pac Expansion code. You'll have to navigate their website to find it, as they wish not to have their content distributed without their permission.
    -Not really required, but this Google Spreadsheet contains a more accessible way to view all the IDs used with this whole expansion.

    There's really no need to break this tutorial down into parts, as for the most part, this process is simple, yet tedious.

    For the first bit, open your FitFighter.pac in BrawlBox v0.71 (or later), and you'll see an ARC entry named "ef_***" (Example: ef_mario). Rename this to ef_customXX (Example: ef_custom00). The lowest is ef_custom00, while the highest is ef_customFF.

    If you want to use Sword Traces as well, you'd just import your trace texture, and name it TexCustomXXTrace0Y [XX=ef_custom entry, Y=Trace entry (Example: TexCustom00Trace00)]. Each of these newly added Graphic Banks can have up to 10 Traces, but no more (00 to 09).

    You can now save and close BrawlBox, and open your FitFighter.pac in your moveset editing program of your choice. What you'll need to do here is figure out which Effect.pac ID your new Graphic Bank uses, and replace the Effect.pac ID of every single Graphic Effect command (you may also have to look through Articles and Sub Routines) that doesn't reference ef_common.pac [0000XXXX (XXXX=Graphic ID. Don't change this, as this is the GFX ID, not the Effect.pac ID)].

    Example: If your original file used ef_mario and you're now using ef_custom00, then you would change 0001XXXX to 0137XXXX

    Before (PSA/PSA Compressor):
    After (PSA/PSA Compressor):

    Before (BrawlBox v0.68b):
    After: (BrawlBox v0.68b ):

    Note: The reason why you're seeing different IDs between these two programs is because PSA and PSA Compressor use Hex for non Scalar values, while BrawlBox v0.68b uses Decimal for all values (Example: 0x137 = 311).

    For sword traces, you'd do the same exact thing, except traces have their own IDs and only have one whole value to change.

    Before (PSA/PSA Compressor):
    After (PSA/PSA Compressor):

    Before (BrawlBox v0.68b):
    After: (BrawlBox v0.68b ):

    After you're done editing, and you're missing some GFX when testing, then it's likely you missed something. Search through your Fighter's Sub Routines and/or Articles to make sure you've gotten everything.
    « Last Edit: September 16, 2017, 03:04:36 PM by KingJigglypuff » Logged

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    « Reply #1 on: September 16, 2017, 02:36:29 PM »


    This basically solves the issue of playing with clones and originals in the same match and only one of them being able to have the GFX, right?
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    KingJigglypuff
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    « Reply #2 on: September 16, 2017, 02:41:23 PM »


    That's correct.
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    « Reply #3 on: September 16, 2017, 05:10:43 PM »


    So, just a note, this also enables the nulled ef files from Brawl, such as Forbidden 7, and gives Roy's ef file its own sword trails.
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    « Reply #4 on: September 16, 2017, 07:37:07 PM »


    nice now modpacks like smash infinite can infact become from not so good
    to decent with this GFX (aswell as SFX banks for each new slot did also got discovered )
    « Last Edit: September 16, 2017, 07:39:17 PM by Mariodk » Logged

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    « Reply #5 on: January 11, 2019, 11:26:51 AM »


    So... if I were to just add a sword trail to mario, would the graphic ID be 00010001?
    What about the trace id????
    (Sword trail is name TexMarioTrace00).
    « Last Edit: January 11, 2019, 11:29:56 AM by Lasercraft32 » Logged


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    « Reply #6 on: January 11, 2019, 01:00:19 PM »


    You can actually add an Expansion Effect.pac to Mario to allow him to retain his ef_mario GFX while utilizing the 10 trails an Expansion Effect.pac offers.
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    Lasercraft32
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    « Reply #7 on: January 11, 2019, 02:20:00 PM »


    Cool. So... how exactly do I know what trace id to use??? I've got it all set up, but I don't know how to get the sword trail to work right. Sad
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    « Reply #8 on: January 12, 2019, 08:05:10 AM »


    There's a Google Doc link in the opening post. That will show you every trace ID associated with their respective Effect.pac entries.
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    Lasercraft32
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    « Reply #9 on: January 12, 2019, 03:14:36 PM »


    Oh... so, If I wanted to keep Mario's ef_mario gfx, but add sword trails... would I have to rename the texture TexCustom00Trace00?
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    « Reply #10 on: January 13, 2019, 05:52:51 AM »


    What you'll need to do is add a second ARC file to the FitMario.pac, name it ef_custom00, chaange its FileIndex Flag to 1, add an EFLS section with a single EFLS entry (this is to prevent crashing), and import your TexCustom00Trace00 texture.
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    Lasercraft32
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    « Reply #11 on: January 14, 2019, 08:39:59 AM »


    Wait...... what do I put in for the Trace ID then????
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