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Super Smash Bros. Brawl Hacking => General Hacking Discussion => Topic started by: ForOhFor Error on March 19, 2011, 05:44:52 PM



Title: [Collab][Help needed]Editing SSE Stages
Post by: ForOhFor Error on March 19, 2011, 05:44:52 PM
No, I'm not talking about porting SSE stages to other areas, or about texture hacking SSE stages.
I'm talking about completely redesigning SSE stages into courses with objectives, editing all of the SSE-exclusive items and objects (reward cubes, extra lives, the launch pads, barrel launchers, the switches especially, and the doors) while doing so.

Imagine, being able to create a tough course where 2 players cooperate to get to the end!
Or a 1 or 2 player capture-the-flag game!

So, here's what we need to find how to do:

1. Porting stage models INTO SSE stages.
2. Moving locations of special objects.
3. Putting special objects in that were never there before.
4. Adding enemies.
5. Importing bosses.
6. Editing switch effects.
7. Changing the linking of doors/areas.
8. Changing win conditions.

This thread contains a list of SSE stages, and their numbers:
http://forums.kc-mm.com/index.php?topic=3609.0

Let's start with trying to make the Midair Stadium (Primid battle, file number is 030001) have Hyrule Temple's Model, and making the enemies spawn in different locations.


Title: Re: Editing SSE Stages [Collab]
Post by: ForOhFor Error on March 19, 2011, 05:48:05 PM
INFO SO FAR:

Common Access:
It seems that every SSE stage is able to access the contents of adventure_common.arc
This contains data for the primid enemies, and the Items exclusive to SSE (The bird you catch, the key, the koopa shell, the trophy stand, and the 1-up).
How the stages access these is unknown as of yet.

Loading Data:
The first ARC in the .PAC file (named <stage number>_1) appears to contain what the stage needs to load that's not from adventure_common.arc
This includes enemies, and may contain enemy locations, though I'm not quite sure about that...


Title: Re: Editing SSE Stages [Collab]
Post by: _Data_Drain_ on March 20, 2011, 12:20:46 AM
YES! I approve of this idea! I wanted people to do more with SSE... *I wish I could have done that with SSE Glitch City... Although, thanks to MarioKing, he replaced the Porky Statue with the Spider Mech, and I replaced the Porky Bots with Red. XD*

But yeah, I really hope this picks up, I've been wanting new levels for SSE. :)


Title: Re: Editing SSE Stages [Collab]
Post by: zyborg on March 20, 2011, 08:40:58 AM
Finally! This would be so awesome. Unlike what I feel most people feel, my favorite part of Brawl is SSE. I really like having all those characters to play with in a Platformer game similar to Kirby and such. After having beaten it so many times, I would like a "Second Quest".


Title: Re: Editing SSE Stages [Collab]
Post by: ForOhFor Error on March 20, 2011, 08:46:43 AM
Yeah, same here.
What I'd really like to investigate is the MiscData[30]s and MiscData[31]s in the 030001_1 archive.

But BrawlBox can't export them >.>

EDIT:

It looks like each MiscData[30] contains:
Code:
00 01 00 1E 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
And each MiscData[31] contains:
Code:
00 01 00 1F 00 00 00 00 00 00 00 01 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00

So, not sure where that fits in.

EDIT 2:

The MiscData[0] in <stage number>_1's Enm<EnemyName> Looks like it contains AI, it may contain starting location, as well...


Title: Re: Editing SSE Stages [Collab]
Post by: ForOhFor Error on March 22, 2011, 07:04:07 AM
Quote
The MiscData[0] in <stage number>_1's Enm<EnemyName> Looks like it contains AI, it may contain starting location, as well...
Scratch that, loading an enemy/boss in the first .arc doesn't place the enemy/boss ingame. I've tried.

BTW, since the stages don't each have a .rel, anything that's possible on one should be possible on another.
What's more, since loading different enemies doesn't affect other stages, it's possible to make enemies have custom models in one stage, then have default ones in another.

Come on, guys, I need help with this stuff...


Title: Re: Editing SSE Stages [Collab]
Post by: Puraidou on March 22, 2011, 09:27:50 AM
Ok now i wish i really had the time to learn more in BrawlBox... This sounds so damn awesome!


Title: Re: Editing SSE Stages [Collab]
Post by: ForOhFor Error on March 22, 2011, 04:08:17 PM
Yeah, I haven't been getting far, though...


Title: Re: Editing SSE Stages [Collab]
Post by: Eternal Yoshi on March 22, 2011, 04:35:31 PM
If you look into the first archive, you can find not only the model and animations of the bosses, but the special moveset files too.

I think it's in the pac called Enm(Insert Boss Name Here).

I'll look more into this later.


Title: Re: Editing SSE Stages [Collab]
Post by: ForOhFor Error on March 22, 2011, 06:17:34 PM
Would PSA work on it, or no?
Strange nobody's looked at these files in an organized way...


Title: Re: Editing SSE Stages [Collab]
Post by: Puraidou on March 23, 2011, 03:55:51 AM
If PSA on bosses would work that would be cool :D


Title: Re: Editing SSE Stages [Collab]
Post by: BlueBrain on March 23, 2011, 11:44:28 AM
me aproves!!!

of course it would be a hell to model a whole sse level, but it should be possible to combine already existing stages, shouldnt it?
like importing a horizontal mirored corneria, after that u go to temple, than continue to.......etc

would be cool ^^


Title: Re: Editing SSE Stages [Collab]
Post by: ForOhFor Error on March 24, 2011, 01:02:10 PM
me aproves!!!

of course it would be a hell to model a whole sse level, but it should be possible to combine already existing stages, shouldnt it?
like importing a horizontal mirored corneria, after that u go to temple, than continue to.......etc

would be cool ^^

Yeah, and of course you could use a combo of stage-builder blocks and pre-built SSE stages.


Title: Re: Editing SSE Stages [Collab]
Post by: Sky Grounder on March 24, 2011, 02:27:37 PM
I support this thread, cuz I've always wanted different SSE Stages ;D
However, finding out what the different (unsupported) miscdatas do is going to take a lot of work :-\


Title: Re: Editing SSE Stages [Collab]
Post by: ForOhFor Error on March 27, 2011, 08:24:53 AM
:/
That it is.
Which is why I need help doing it.


Title: Re: [Collab][Help needed]Editing SSE Stages
Post by: Eternal Yoshi on April 10, 2011, 06:48:22 AM
http://www.smashboards.com/showthread.php?t=290982

This thread has some more info.


Title: Re: [Collab][Help needed]Editing SSE Stages
Post by: ForOhFor Error on May 03, 2011, 08:27:00 PM
That seems more to be enemy and AI info (usefull, but not for the actual stage so much).


Title: Re: [Collab][Help needed]Editing SSE Stages
Post by: DarkPikachu on May 03, 2011, 08:45:34 PM
finally :D
I will join in this later on ;)

I have a project planned for the SSE on a later date
involving Riku's story line (from my game)

this'll have to be after I get a new SD first >_>
but I do have Brawl running on Dolphin,
in which I can use one of my HDD's as an SD >:)

so I may start work on this soon ;)


Title: Re: [Collab][Help needed]Editing SSE Stages
Post by: ForOhFor Error on May 03, 2011, 08:48:26 PM
Nice to know.
:D


Title: Re: [Collab][Help needed]Editing SSE Stages
Post by: Higure Hokousha on May 08, 2011, 11:17:07 AM
I was elated to find this thread. I have been curious about SSE for a while, but have not been able to find any information on it.

I enjoy versus mode, of course, but SSE has a lot of potential. Furthermore, what is learned here might be adaptable for use in normal stages. For example, we might be able to determine how to make a barrel work in Kongo Jungle, or add the Tornado to Hyrule Castle 64 (among many other things).

I wish you the best of luck with this, and will help if I can.


Title: Re: [Collab][Help needed]Editing SSE Stages
Post by: Mansta8 on May 08, 2011, 02:46:26 PM
I'd like to see Newpork city or mushroomy kingdom as full sse stages. That would be awesome!