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Super Smash Bros. Brawl Hacking => Programming => Topic started by: ForOhFor Error on November 15, 2011, 04:58:58 PM



Title: SSE Investigation Collab...
Post by: ForOhFor Error on November 15, 2011, 04:58:58 PM
It's a shame that we've been hacking this game for quite a while, but no one has looked into SSE files.

This collab will hopefully get us enough information to start changing them. The eventual goal being a full editor of SSE files, able to set enemy spawn points, put in obstacles, etc.

If you want to contribute, just start posting whatever findings you can!


Title: Re: SSE Investigation Collab...
Post by: ForOhFor Error on November 15, 2011, 05:01:58 PM
INFORMATION:

-The first division of all stage files appears to be enemies you have to load all the information of to use. Melee stages also have this, maybe making some interesting things possible without .rel editing.

-Common enemies such as primids, as well as some SSE items, are loaded from Adventure_Common.arc

-The logic for enemies ( bosses included ) is located in the division NOT containing brres in its name. It is MiscData[0] there, and looks to be similar to PSA code in hex.

- Adventure_Common.arc also contains an ARC division called "Jump" that appears to control room transitions. It has 29 ADSJ (Adventure Stage Jump) files in it. Here's some basic notes on the file format, by Sky Grounder:
Quote
ADSJ:

Header:
Size - 0x0F

0x00(4): ADSJ
0x04(4): Number of strings to entries
0x08(4): Nulls
0x0C(4): Nulls


Strings:
Size - 0x03

Every string is 4 bytes and leads to the entries.


Entries:
Size - 0x2C

0x00 - 0x0B (0x0B bytes long): unknown
0x0C - 0x2C (0x20 bytes long): Name string

I used MiscData[40] as a reference (underworld?).
I put the unknown digits in notepad so I could compare them:

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

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

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

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

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

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

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

8. 04 02 01 A0  00 01 01 00  04 02 01 00

I believe the bytes in green loads the file with those numbers, for example:
04 00 01 00 loads 040001.pac,
04 01 01 00 loads 040101.pac,
04 02 01 00 loads 040201.pac and
04 02 01 01 loads 040201a.pac (the last digit most likely adds a letter to the name if over 00 (alphabetically).

Some of the entries loads the same file. I guess it's because there are multiple entrances and exits.
The rest of the bytes likely contains some other IDs.


Title: Re: SSE Investigation Collab...
Post by: Tabuu Forte Akugun on November 15, 2011, 05:07:15 PM
Interesting. I wonder, has anyone ever looked at boss files?


Title: Re: SSE Investigation Collab...
Post by: ForOhFor Error on November 15, 2011, 05:49:09 PM
There's one division containing art assets, and another containing a single file... probably the logic, possibly in a PSA-like format (though probably uneditable by PSA itself).

Edit: From what I can tell from the hex code, it appears very similar indeed. However, it is still uneditable by PSA.
Although really, it has no reason to be that much different... this needs looking into by someone who knows the layout of PSA files in hex.   


Title: Re: SSE Investigation Collab...
Post by: Tabuu Forte Akugun on November 16, 2011, 11:14:12 AM
I mainly want to know so I can take a look at IDs in ef_taboo.pac.


Title: Re: SSE Investigation Collab...
Post by: Sky Grounder on November 16, 2011, 01:36:41 PM
\stage\adventure\adventure_common.pac this file contains alot of adventure data.
There's an ARC in it named 'jump', which contains MiscDatas with the letters 'ADSJ'. I believe it contains information about where you "jump" to, when the stage's loading from a new stage file (.pac).

EDIT:
-The first division of all stage files appears to be enemies you have to load all the information of to use. Melee stages also have this, maybe making some interesting things possible without .rel editing.
From what I know, the enemies are loaded through RELs, so if we were to make them work in regular brawl, it would require some heavy REL editing :(

EDIT2:
MiscData[4] contains BGMG, which seems to control which song the different stages (to be more exact, files) uses.


Title: Re: SSE Investigation Collab...
Post by: Tabuu Forte Akugun on November 16, 2011, 05:37:06 PM
Making them work in regular brawl would be epic, just like the ones in Melee. XD

But I mostly want to find out how SSE effect files are loaded.


Title: Re: SSE Investigation Collab...
Post by: Sky Grounder on November 17, 2011, 08:41:52 AM
Making them work in regular brawl would be epic, just like the ones in Melee. XD

But I mostly want to find out how SSE effect files are loaded.
The effect files are most likely loaded through enemy PSA/AI, as for the stages.


Title: Re: SSE Investigation Collab...
Post by: Tabuu Forte Akugun on November 17, 2011, 08:57:54 AM
Well, someone needs to make them work in PSA, because I'd like to know what their files' IDs are.


Title: Re: SSE Investigation Collab...
Post by: DarkPikachu on November 30, 2011, 10:45:28 PM
I will have more for you saturday...

but at least now I know I'm not the only one looking into this :)


Title: Re: SSE Investigation Collab...
Post by: Tabuu Forte Akugun on December 01, 2011, 08:13:43 AM
Ooh, schweet. I look forward to your findings, Tcll!


Title: Re: SSE Investigation Collab...
Post by: Sky Grounder on December 01, 2011, 09:04:54 AM
This is what I have about the BGMG format:

Header:
Size - 0x0F

0x00(4): BGMG
0x04(4): Number of strings to entries (0x010F (271))
0x08(4): Nulls
0x0C(4): Nulls


Strings:
Size - 0x03

Every string is 4 bytes and leads to the entries.


Entries:
Size - 0x0F

Starts when the string list ends.

0x00(4): Stage ID
0x04(4): Song ID*
0x08(4): Song volume? (always 0x64 (100))
0x0C(4): Nulls

*FFFFFFFF = No song?


Song IDs (The ones with the * don't exist):
Quote
26F9 Menu 1
26FA Menu 1
26FB Menu 2
26FC Battlefield
26FD Final Destination
26FE
26FF Online Practice Stage
2700 Results Display Screen
2701 Tournament Registration
2702 Tournament Grid
2703 Tournament Match End
*2704
2705 Classic: Results Screen
*2706 ENDING
2707 All-Star Rest Area
2708 Home-Run Contest
2709 Cruel Brawl
270A Boss Battle
270B Trophy Gallery
270C Sticker Album / Album / Chronicle
270D Coin Launcher
*270E
270F Stage Builder
*2710
*2711
2712 Target Smash!!
2713 Credits
2714 Ground Theme (Super Mario Bros.)
2715 Underground Theme (Super Mario Bros.)
2716 Underwater Theme (Super Mario Bros.)
2717 Underground Theme (Super Mario Land)
2718 Airship Theme (Super Mario Bros. 3)
2719 Castle / Boss Fortress (Super Mario World / SMB 3)
271A Title / Ending (Super Mario World)
271B Main Theme (New Super Mario Bros.)
271C Luigi's Mansion Theme
271D Gritzy Desert
*271E MLRPG02
*271F MORINOKINOKO
2720 Delfino Plaza
2721 Ricco Harbor
2722 Main Theme (Super Mario 64)
2723 Ground Theme 2 (Super Mario Bros.)
2724 Mario Bros.
2725 Mario Circuit
2726 Luigi Circuit
2727 Waluigi Pinball
2728 Rainbow Road
2729 Jungle Level Ver.2
272A The Map Page / Bonus Level
272B Opening (Donkey Kong)
272C Donkey Kong
272D King K.Rool / Ship Deck 2
272E Bramble Blast
272F Battle for Storm Hill
2730 Jungle Level
2731 25m BGM
2732 DK Jungle 1 Theme (Barrel Blast)
2733 Title (The Legend of Zelda)
2734 Main Theme (The Legend of Zelda)
2735 Great Temple / Temple
2736 The Dark World
2737 Hidden Mountain & Forest
*2738 KAZENOSAKANA
2739 Tal Tal Heights
273A Hyrule Field Theme
273B Ocarina of Time Medley
273C Song of Storms
273D Molgera Battle
273E Village of the Blue Maiden
273F Gerudo Valley
2740 Termina Field
2741 Dragon Roost Island
2742 The Great Sea
2743 Main Theme (Twilight Princess)
2744 The Hidden Village
2745 Midna's Lament
2746 Main Theme (Metroid)
2747 Norfair
2748 Ending (Metroid)
2749 Vs. Ridley
274A Theme of Samus Aran, Space Warrior
274B Sector 1
274C Opening / Menu (Metroid Prime)
274D Vs. Parasite Queen
274E Vs. Meta Ridley
274F Multiplayer (Metroid Prime 2)
2750 Ending (Yoshi's Story)
2751 Obstacle Course
2752 Yoshi's Island
*2753 [censored]IE
2754 Flower Field
2755 Wildlands
*2756 ATHLETIC2 (Obstacle Course (Winter))
2757 The Legendary Air Ride Machine
2758 King Dedede's Theme
2759 Boss Theme Medley
275A Butter Building
275B Gourmet Race
275C Meta Knight's Revenge
275D Vs. Marx
275E O2 Battle
275F Forest / Nature Area
2760 Checker Knights
2761 Frozen Hillside
2762 Squeak Squad Theme
2763 Main Theme (Star Fox)
2764 Corneria
2765 Main Theme (Star Fox 64)
2766 Area 6
2767 Star Wolf
*2768 COMMAND
2769 Space Battleground
276A Break Through the Ice
276B Star Wolf (Star Fox: Assault)
276C Space Armada
276D Area 6 Ver. 2
276E Pokémon Main Theme
276F Pokémon Center
2770 Road to Viridian City (From Pallet Town / Pewter City)
2771 Pokémon Gym / Evolution
2772 Wild Pokémon Battle! (Ruby / Sapphire)
2773 Victory Road
2774 Wild Pokémon Battle! (Diamond / Pearl)
2775 Dialga / Palkia Battle at Spear Pillar!
2776 Team Galactic Battle!
2777 Route 209
2778 Mute City
2779 White Land
277A Fire Field
277B Car Select
277C Dream Chaser
277D Devil's Call in Your Heart
277E
277F Brain Cleaner
2780 Shotgun Kiss
2781 Planet Colors
*2782
2783 Fire Emblem Theme
2784 Shadow Dragon Medley
2785 With Mila's Divine Protection (Celica Map 1)
*2786
2787 Preparing to Advance
2788 Winning Road - Roy's Hope
2789 Attack!
278A Against the Dark Knight
278B Crimean Army Sortie
278C Power-Hungry Fool
278D Victory Is Near
278E Ike's Theme
278F Snowman
2790 SENTOUONIISAN (Unused)
2791 EIGHTMELODIES (Unused)
2792 SMILEANDTEARS (Unused)
2793 Humoresque of a Little Dog
*2794 BECAUSE
2795 Porky's Theme
2796 Mother 3 Love Theme
2797 Unfounded Revenge / Smashing Song of Praise
2798 You Call This a Utopia?!
2799 World Map (Pikmin 2)
279A Forest of Hope
279B Environmental Noises
279C Ai no Uta
279D Tane no Uta
279E Main Theme (Pikmin)
279F Stage Clear / Title (Pikmin)
27A0 Ai no Uta (French Version)
27A1 WarioWare, Inc.
27A2 WarioWare, Inc. Medley
27A3 Mona Pizza's Song (Japanese Version)
27A4 Mona Pizza's Song (English Version)
27A5 Mike's Song (Japanese Version)
27A6 Mike's Song (English Version)
27A7 Ashley's Song (Japanese Version)
27A8 Ashley's Song (English Version)
*(Microgame$)
27B3 Title (Animal Crossing)
27B4 Go K.K. Rider!
27B5 2:00 a.m.
*27B6 RADIOTAISO
27B7 The Roost
27B8 Town Hall and Tom Nook's Store
27B9 K.K. Crusin'
27BA K.K. Western
27BB K.K. Gumbo
27BC Rockin' K.K.
27BD DJ K.K.
27BE K.K. Condor
27BF Underworld
27C0 Title (Kid Icarus)
27C1 Skyworld
27C2 Kid Icarus Original Medley
27C3 Famicom Medley
27C4 Gyromite
*27C5 SPORTSMEDLEY
27C6 Chill (Dr. Mario)
27C7 Clu Clu Land
27C8 Balloon Trip
27C9 Ice Climber
27CA Shin Onigashima
27CB Title (3D Hot Rally)
27CC Tetris: Type A
27CD Tetris: Type B
27CE Tunnel Scene (X)
27CF Power-Up Music
27D0 Douchuumen (Nazo no Murasamejo)
*27D1 WILDTRACKS
27D2 PictoChat
*27D3 ELECTRO (Hanenbow)
27D4 Flat Zone 2
27D5 Mario Tennis / Mario Golf
27D6 Lip's Theme (Panel de Pon)
27D7 Marionation Gear
27D8 Title (Big Brain Academy)
27D9 Golden Forest (1080 Snowboarding)
27DA Mii Channel
27DB Wii Shop Channel
27DC Battle Scene / Final Boss (Golden Sun)
27DD Shaberu! DS Cooking Navi
27DE Excite Truck
27DF Brain Age: Train Your Brain in Minutes a Day
27E0 Opening Theme (Wii Sports)
27E1 Charge! (Wii Play)
*27E2 MAINTHEME
27E3 Encounter
27E4 Theme of Tara
27E5 Yell "Dead Cell"
27E6 Snake Eater (Instrumental)
27E7 MGS4 Theme of Love Smash Bros. Brawl Version
27E8 Cavern
27E9 Battle in the Base
27EA BEATMANIA (Unused)
27EB Theme of Solid Snake
27EC Calling to the Night
27ED Credits (Super Smash Bros.)
27EE Menu (Super Smash Bros. Melee)
27EF Opening (Super Smash Bros. Melee)
*27F0 HOWTOPLAY
*27F1 DXTERMINAL (Master Hand)
27F2 Green Hill Zone
27F3 Scrap Brain Zone
27F4 Emerald Hill Zone
27F5 Angel Island Zone
*27F6 UCANDO
27F7 Sonic Boom
27F8 Super Sonic Racing
27F9 Open Your Heart
27FA Live & Learn
27FB Sonic Heroes
27FC Right There, Ride On
27FD HIS WORLD (Instrumental)
27FE Seven Rings In Hand
27FF Princess Peach's Castle (Melee)
2800 Rainbow Cruise (Melee)
2801 Jungle Japes (Melee)
2802 Brinstar Depths (Melee)
2803 Yoshi's Island (Melee)
2804 Fountain of Dreams (Melee)
2805 Green Greens (Melee)
2806 Corneria (Melee)
2807 Pokémon Stadium (Melee)
2808 Poké Floats (Melee)
2809 Big Blue (Melee)
280A Mother (Melee)
280B Icicle Mountain (Melee)
280C Flat Zone (Melee)
280D Super Mario Bros. 3 (Melee)
280E Battle Theme (Melee)
280F Fire Emblem (Melee)
2810 Mach Rider (Melee)
2811 Mother 2 (Melee)
2812 Dr. Mario (Melee)
2813 Battlefield (Melee)
*2814
2815 Multi-Man Melee 1 (Melee)
2816 Temple (Melee)
2817 Final Destination (Melee)
2818 Kongo Jungle (Melee)
2819 Brinstar (Melee)
281A Venom (Melee)
281B Mute City (Melee)
281C Menu (Melee)
281D Giga Bowser (Melee)
*281E
281F Adventure Map
2820 Step: The Plain
2821 Step: The Cave
2822 Step: Subspace
2823 Boss Battle Song 1
*2824 SSE Results
2825 Boss Battle Song 2
2826 Save Point
*2827 SSE DK Jungle
*2828 SSE Luigi Mansion
*2829 Halberd Interior
*282A SSE Data Select
*282B SSE Brinstar
282C Step: Subspace Ver.2
282D Step: Subspace Ver.3
*282E Halberd Moving


Title: Re: SSE Investigation Collab...
Post by: DarkPikachu on December 01, 2011, 09:38:58 PM
Ooh, schweet. I look forward to your findings, Tcll!
well... eh-heh... I hate to be a heartbreaker,
but I havn't really been doing too much research into the SSE...

however, I was looking through the stages recently to see if I couldn't find the scripting for them >_>
I didn't quite succeed at that, but I did manage to stumble over the BLOC format, which contains alot more unheard of formats >_>

meh...
I'm not into scripting yet anyways...
need to finish models first...


TBH, I havn't been into the SSE because there wasn't really much going around about it...
as well as me and my large list of big things to do...

these being a few of them:
(http://lh5.ggpht.com/-zAiC_Zi5Pxw/TtcBSGwZyxI/AAAAAAAADnE/JkHVZ-j1uI8/R_GB2.jpg)
^a 3D shader for dolphin (still need depth calculation)
(http://lh3.ggpht.com/-MjrxvZz3Hus/Ttg_o5L_48I/AAAAAAAADnk/SiJKevwLNVQ/REFT%252520Viewer.jpg)
^ignore the CMPR distortion... (I'm tired of trying to fix it)
(http://lh6.ggpht.com/-vZO6xsSGOS4/TthRfXqQxuI/AAAAAAAADoM/yy4W00IBa_s/quaternary%252520logic.jpg)
^re-inventing electronics using MC
(http://lh3.ggpht.com/-ZsRXQdQA5b0/TthS_iBQMWI/AAAAAAAADoo/-DdrFIuwhCU/s720/UMC3.0%252520GUI.PNG)
^designing my GUI in blender
(everything you see is made from only a few parts)

I will get more into the SSE now ;)
I've had a few plans for my own adventure mode from my game "Exp:824"
(something I'd <3 to see in brawl)


Title: Re: SSE Investigation Collab...
Post by: ForOhFor Error on December 05, 2011, 10:26:23 PM
I think I might look into that "jump" ARC. Linking stages in different ways would be useful, especially if we discover what triggers room (file) transitions. After all, the fist step to editing any SSE stage would be defining the layout - collisions, rooms, and such.


Title: Re: SSE Investigation Collab...
Post by: DarkPikachu on December 05, 2011, 11:51:23 PM
I think I might look into that "jump" ARC. Linking stages in different ways would be useful, especially if we discover what triggers room (file) transitions. After all, the fist step to editing any SSE stage would be defining the layout - collisions, rooms, and such.
heh
that's exactly the reason I was looking into the stages XDD

the first one I opened was the one with that trap room... go figure XD
(open the door and fall into a lava pit)

anyways...
that's where I found the BLOC and ADPM files...
there's another one that doesn't seem to have a header magic...
I'm guessing that's the logic...

I guess what you want would prbly be in the logic, as I didn't see any scripts...

however, the BLOC file contains quite a few magics...
here's a part from it:
00000000 | 42 4C 4F 43 00 00 00 08 00 00 00 80 00 00 00 00 - BLOC.......€....
00000016 | 00 00 00 30 00 00 00 48 00 00 00 6C 00 00 02 48 - ...0...H...l...H
00000032 | 00 00 05 3C 00 00 0B 14 00 00 0B 70 00 00 0B B4 - ...<.......p...´
00000048 | 47 4D 53 4A 00 00 00 01 00 00 00 0C 09 00 01 01 - GMSJ............
00000064 | 00 01 00 00 00 C9 01 00 47 45 54 32 00 00 00 01 - .....É..GET2....
00000080 | 00 00 00 0C 01 01 00 00 45 2B 40 00 C3 7F 00 00 - ........E+@.Ã..
00000096 | 45 37 20 00 42 92 00 00 00 C9 01 00 47 4D 57 41 - E7 .B’...É..GMWA
00000112 | 00 00 00 03 00 00 00 14 00 00 00 AC 00 00 01 44 - ...........¬...D
00000128 | 44 BA 40 00 C2 F0 00 00 00 00 00 00 42 B4 00 00 - Dº@.Âð......B´..
00000144 | 00 6C FF 00 3F 80 00 00 00 00 00 00 3F 80 00 00 - .lÿ.?€......?€..
00000160 | 00 01 FF 00 00 00 00 00 00 00 01 00 00 00 01 00 - ..ÿ.............
00000176 | 00 DC 01 00 00 00 00 00 00 00 00 00 00 00 00 00 - .Ü..............
00000192 | 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 - ................


lemme know if you find out anything more ;)


Title: Re: SSE Investigation Collab...
Post by: Sky Grounder on December 06, 2011, 11:10:56 AM
It's great to know that I'm not the only one interested in figuring out the SSE files :D

I think I might look into that "jump" ARC. Linking stages in different ways would be useful, especially if we discover what triggers room (file) transitions. After all, the fist step to editing any SSE stage would be defining the layout - collisions, rooms, and such.
Well the "jump" ARC contains 29 files which all have the format "ADSJ". The format is really simple, just like the "BGMG" format.

Here's my specs:

ADSJ:

Header:
Size - 0x0F

0x00(4): ADSJ
0x04(4): Number of strings to entries
0x08(4): Nulls
0x0C(4): Nulls


Strings:
Size - 0x03

Every string is 4 bytes and leads to the entries.


Entries:
Size - 0x2C

0x00 - 0x0B (0x0B bytes long): unknown
0x0C - 0x2C (0x20 bytes long): Name string

I used MiscData[40] as a reference (underworld?).
I put the unknown digits in notepad so I could compare them:
1. 04 00 01 00  01 01 01 00  04 00 01 00

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

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

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

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

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

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

8. 04 02 01 A0  00 01 01 00  04 02 01 00

I believe the bytes in green loads the file with those numbers, for example:
04 00 01 00 loads 040001.pac,
04 01 01 00 loads 040101.pac,
04 02 01 00 loads 040201.pac and
04 02 01 01 loads 040201a.pac (the last digit most likely adds a letter to the name if over 00 (alphabetically).

Some of the entries loads the same file. I guess it's because there are multiple entrances and exits.
The rest of the bytes likely contains some other IDs.


@Tcll: Maybe the "BLOC" file is a container for other files just like "ARC" and "BRRES"?


Title: Re: SSE Investigation Collab...
Post by: ForOhFor Error on December 06, 2011, 01:17:39 PM
ADSJ Most likely stands for "Adventure Stage Jump"

May I suggest that we find one of the simplest stages (1 room to a sub-room, preferably) and modify it so that instead of jumping to the sub-room, it jumps to, say, Tabuu?

The Plains would probably fit:

The Plains
070001 : After the Minister!
070001a: Sub-room
070002 : The Floating Platform


Title: Re: SSE Investigation Collab...
Post by: DarkPikachu on December 06, 2011, 01:39:55 PM
ADSJ Most likely stands for "Adventure Stage Jump"

May I suggest that we find one of the simplest stages (1 room to a sub-room, preferably) and modify it so that instead of jumping to the sub-room, it jumps to, say, Tabuu?

The Plains would probably fit:

The Plains
070001 : After the Minister!
070001a: Sub-room
070002 : The Floating Platform
I think that's just a coincidental acro 0.o

I think there'd more likely be an ID offset to jump to... >_>


Title: Re: SSE Investigation Collab...
Post by: ForOhFor Error on December 06, 2011, 05:24:17 PM
It's a useful acronym nonetheless; We'll never know what it stands for for sure, but we can damn well guess.

Besides, it's easy enough to remember.

Oh, in this:
http://forums.kc-mm.com/index.php?topic=3609.0
there are 34 divisions into stages. 5 are one-room. That makes 29 that need to 'jump' between rooms, the amount of ADSJ files in the Jump ARC.

I'm willing to guess that the first 2 digits in each division correspond to the MiscData file id.

Seems to fit, no?


Title: Re: SSE Investigation Collab...
Post by: Hubert Oswell on December 07, 2011, 02:34:48 PM
This seems really important for my project.

What SSE files do you guys want me to check out?


Title: Re: SSE Investigation Collab...
Post by: ForOhFor Error on December 07, 2011, 02:44:12 PM
If you could check various files to see if you can find enemy spawns, or find in the stages how doors and stage transitions are placed, that would be good.


Title: Re: SSE Investigation Collab...
Post by: Tabuu Forte Akugun on December 07, 2011, 05:24:38 PM
I'd also be interested in knowing how Boss files work, and how to properly port their effects.


Title: Re: SSE Investigation Collab...
Post by: Sky Grounder on December 08, 2011, 10:00:00 AM
MiscData[2] in SSE stages contain respawn points for stages that have multiple respawn points (maybe you respawn to the closest one?) and
MiscData[9] contains stepjump, which should be directly related to the stage's ADSJ file.


Title: Re: SSE Investigation Collab...
Post by: Tabuu Forte Akugun on December 09, 2011, 10:22:57 AM
I hope someday someone makes an editor for those files. I'm really curious to see how they work.


Title: Re: SSE Investigation Collab...
Post by: Sky Grounder on December 09, 2011, 11:36:42 AM
The one I mentioned in my previous post is actually MDL0 files with only bones. (I forgot to say it >.< )


Title: Re: SSE Investigation Collab...
Post by: Tabuu Forte Akugun on December 09, 2011, 11:53:24 AM
Only bones? Seems a little odd.


Title: Re: SSE Investigation Collab...
Post by: ForOhFor Error on December 09, 2011, 05:14:58 PM
Not at all. In my casual looks through the files, I found a lot of them. Each of the bones loads an instance, or triggers something, etc.

ModelData[9] contains one of such models that has bones with names that correspond to the strings in the entries in ADSJ files. Presumably, some programming makes this model activate a transition corresponding to the bone name, and uses the "unknowns" in the entries to load a stage with a corresponding number. The question is - why are there two of the "unknowns" in the entry?

Anyway, It's finally the weekend, so I can totally work on this now (also, I finished Skyward Sword).


Title: Re: SSE Investigation Collab...
Post by: Tabuu Forte Akugun on December 09, 2011, 05:31:00 PM
Already?? It's barely come out! XD


Title: Re: SSE Investigation Collab...
Post by: the98pika on December 09, 2011, 05:34:44 PM
Found something i don't know if it will be useful:

(http://i44.tinypic.com/opd1qb.png)

(http://i40.tinypic.com/jp7dxc.png)

They were in MiscData[100] in 920801.


Title: Re: SSE Investigation Collab...
Post by: ForOhFor Error on December 09, 2011, 05:39:52 PM
That's the structure for regular stages. That's the Tabuu battle, so I guess the "proper" fights (those that P2 can't teleport in) only need the normal Melee stage bone setup.


Title: Re: SSE Investigation Collab...
Post by: Sky Grounder 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.


Title: Re: SSE Investigation Collab...
Post by: Sky Grounder on January 01, 2012, 11:10:51 AM
Bump. Did everyone lose interest? :-\


Title: Re: SSE Investigation Collab...
Post by: ForOhFor Error on January 01, 2012, 01:44:54 PM
Nah, I just was busy w/ schoolwork (and still am, for today)


Title: Re: SSE Investigation Collab...
Post by: Sky Grounder 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:


Title: Re: SSE Investigation Collab...
Post by: ForOhFor Error 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.


Title: Re: SSE Investigation Collab...
Post by: Tyshy on March 05, 2014, 08:18:55 AM
I would like to help sse is my favorite mode in the game


Title: Re: SSE Investigation Collab...
Post by: Sammi Husky 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

(http://i.imgur.com/Bcg7wzl.png)


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.


Title: Re: SSE Investigation Collab...
Post by: Sky Grounder 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 (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 (http://www.mediafire.com/view/jhelruref80vne9/BGMG_simple.txt)



Title: Re: SSE Investigation Collab...
Post by: ForOhFor Error 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.