Kitty Corp Meow Mix Forums

Help & Tutorials => Help => Topic started by: ToddL on May 12, 2011, 12:26:53 AM



Title: 2D Models in Custom Stages? (NOT FIXED; STILL NEED HELP)
Post by: ToddL on May 12, 2011, 12:26:53 AM
Is there something special I need to do to make 2D objects like the ones included in this guide (http://forums.kc-mm.com/index.php?topic=16029.0), work?  Whenever I try to use one it looks fine in BrawlBox, but doesn't show up in game.





(Note that this thread was previously about another question, but instead of making a new thread for this new question, I just modified the OP.  The old OP is inside this spoiler tag:)
FIXED
Is there someplace I can see the maximum file sizes for the stage PAC files?  Perhaps someone has compiled a list?
Alternately, if anyone could just tell me what the maximum file size of STGFINAL.PAC is, I'll be happy, for now.


EDIT: Also, what are the file size limits for the model and texture data BRRES files?


Title: Re: Stage Pac File Size Limits?
Post by: mnsg on May 12, 2011, 06:52:10 AM
Most BRRES archives aren't compressed, so their file sizes often aren't a big issue.

Regarding the file size of the stage PAC files, I can display the sizes in hex form for you.

STGBATTLEFIELD - 0x2b8fe0
STGCHARAROLL - 0x3ff220
STGCONFIGTEST - 0x27f00
STGCRAYON - 0x1c4be0
STGDOLPIC - 0x325060
STGDONKEY - 0x45d60
STGDXBIGBLUE - 0x209ca0
STGDXCORNERIA - 0x1975e0
STGDXGARDEN - 0x9d2c0
STGDXGREENS - 0xadb80
STGDXONETT - 0xf1ae0
STGDXONETT_en - 0xef100
STGDXPSTADIUM_en - 0x24d900
STGDXRCRUISE - 0xc7a40
STGDXSHRINE - 0xec7e0
STGDXYORSTER - 0x7f8a0
SGDXZEBES - 0xf9f20
STGEARTH - 0x3335a0
STGEDIT_0 - 0x1caac0
STGEDIT_1 - 0x1743c0
STGEDIT_2 - 0x13b2a0
STGEMBLEM - 0x5b920
STGEMBLEM_00 - 0x458e60
STGEMBLEM_01 - 0x46b060
STGEMBLEM_02 - 0x477700
STGFAMICOM - 0x51220
STGFINAL - 0x31ae60
STGFZERO - 0x3639a0
STGGREENHILL - 0x176ce0
STGGW - 0x124820
STGGW_en - 0x124740
STGHALBERD - 0x36b260
STGHEAL - 0xfb0e0
STGHOMERUN - 0x1bab20
STGHOMERUN_en - 0x1c6580
STGICE - 0x37fc20
STGJUNGLE - 0x2ba500
STGKART - 0x137060
STGMADEIN_en - 0x147080
STGMANSION - 0x233260
STGMARIOPAST_00 - 0x1af520
STGMARIOPAST_01 - 0x169800
STGMETALGEAR_00 - 0x2e3c00
STGMETALGEAR_01 - 0x3321e0
STGMETALGEAR_02 - 0x2f9c00
STGNEWPORK_en - 0x3f5cc0
STGNORFAIR - 0x18a320
STGOLDIN - 0x284d20
STGONLINETRAINING - 0x27840
STGORPHEON - 0x29b480
STGPALUTENA - 0x25cb20
STGPICTCHAT_en - 0x81480
STGPIRATES - 0x1d6d20
STGPLANKTON - 0x65b40
STGRESULT_en - 0xacda0
STGSTADIUM_en - 0x3bf480
STGSTARFOX_ASTEROID - 0x1dfe00
STGSTARFOX_BATTLESHIP - 0x332460
STGSTARFOX_CORNERIA - 0x327360
STGSTARFOX_GDIFF - 0x16eaa0
STGSTARFOX_SPACE - 0x250bc0
STGTARGETLV1 - 0x296980
STGTARGETLV2 - 0x1583c0
STGTARGETLV3 - 0x254fe0
STGTARGETLV4 - 0x100780
STGTARGETLV5 - 0x1e3dc0
STGTENGAN_1 - 0x2f91c0
STGTENGAN_2 - 0x2f2760
STGTENGAN_3 - 0x2fa140
STGVILLAGE_00_en - 0x20d1c0
STGVILLAGE_01_en - 0x20d1c0
STGVILLAGE_02_en - 0x20d1e0
STGVILLAGE_03_en - 0x20d1c0
STGVILLAGE_04_en - 0x20d1e0


Title: Re: Stage Pac File Size Limits?
Post by: msp26 on May 12, 2011, 08:35:48 AM
turn them from hex to decimal in calculator and that is the number of bytes and divide by 1000 for KB.


Title: Re: Stage Pac File Size Limits?
Post by: mnsg on May 12, 2011, 11:16:07 AM
turn them from hex to decimal in calculator and that is the number of bytes and divide by 1000 for KB.

Actually, the formula is supposed to be...

B / 1024 = KB
B / (1024^2) = MB
B / (1024^3) = GB

B = bytes
KB = kilobytes
MB = megabytes
GB = gigabytes


Title: Re: Stage Pac File Size Limits?
Post by: ToddL on May 12, 2011, 03:16:15 PM
Excellent :D
Thank you very much, sir.

Wait up, though, is there a typo?  75M converts to 279 kb, which is reasonable if you stop and think about it, but I previously had the impression that stage hackers were using that stage specifically for it's large file size limit.  Perhaps I just misunderstood them?


Also, for anyone else reading this topic, please don't forgot about my question regarding 2D models' textures in custom stages--I can't really move forward in my project until I get this worked out and I'm quite anxious to get back to work :)


Title: Re: Stage Pac File Size Limits?
Post by: mnsg on May 12, 2011, 07:35:27 PM
Excellent :D
Thank you very much, sir.

Wait up, though, is there a typo?  75M converts to 279 kb, which is reasonable if you stop and think about it, but I previously had the impression that stage hackers were using that stage specifically for it's large file size limit.  Perhaps I just misunderstood them?

Well, 75m's file size is approximately 279 KB.  Its actual file size is 286,048 bytes, which will appear as 279.34375 when converted into kilobytes.

In a similar manner, a single layered Wii ISO isn't exactly 4.37 GB in size.  Its actual size is 4,699,979,776 bytes, which would appear as 4.377197265625 when converted into gigabytes.


Title: Re: Stage Pac File Size Limits?
Post by: ToddL on May 12, 2011, 08:17:28 PM
Well, 75m's file size is approximately 279 KB.  Its actual file size is 286,048 bytes, which will appear as 279.34375 when converted into kilobytes.

In a similar manner, a single layered Wii ISO isn't exactly 4.37 GB in size.  Its actual size is 4,699,979,776 bytes, which would appear as 4.377197265625 when converted into gigabytes.

Nonono, I understand the conversion discrepancy--you misunderstood what I was saying.  What I meant to communicate was that I was surprised to find that 75m has such a small file size (when compared to other stages) because I had previously been under the impression that it was one of the largest stage files on the roster.


Title: Re: 2D Models in Custom Stages?
Post by: mnsg on May 13, 2011, 06:00:18 AM
Nonono, I understand the conversion discrepancy--you misunderstood what I was saying.  What I meant to communicate was that I was surprised to find that 75m has such a small file size (when compared to other stages) because I had previously been under the impression that it was one of the largest stage files on the roster.

Texture quality plays a factor in file sizes.  Low quality stuff often uses less memory than high quality stuff.  75m is heavily composed of game sprites, which is why it uses less memory than most other stage PAC files.  The same can also be said for Mario Bros..  Also, most stage PAC files contain compressed archives, which is another reason for the reduced file size.

Anyway, regarding your second question, I'm not sure what to do, since I'm not a model hacker.