Thanks to Vyse for the location of the SSPs.
Quote from Vyse:
Location:
common5_en.pac > SSBBextract
004.bin > lz77ex
Rename 004.bin.out to 004.pac
004.pac > SSBBextract
008.brres > SSBBextract
All the stuff is in the Textures folder you get. Grab a tpl and run it through tplx to get the tga.
List of what's what:
MenSelchrMark: The character icons that appear to the left of the stage name. (For example: The mushroom for Mario characters.)
MenSelmapStname: The stage name.
MenSelmapIcon: The "small" stage portrait. This is what you click on to select a stage.
MenSelmapMark: The series name. Appears in the lower-left of the stage portrait. (For example: If you hover over Mushroomy Kingdom, this is "Super Mario Bros.")
MenSelmapPrevbase: This is the actual stage portrait.
There's a few more interesting things in here, like the buttons for Random and for switching to Melee, Custom, and Normal stages.
Ideas:
Inserting process:
Insert the folders in 008.brres,
insert 008.brres to 004.pac,
ntcompress 004.pac back to 004.pac>004.BIN
Insert 004.BIN in Common5.pac
Any ideas how to make this work in CUPASH extraction process????
According to the EE guide, they're in common5, then 001.pac, then 004.bin, then one of brres files contained inside. It's hard to tell; the formatting on the list is kinda screwy.
Quote from: Vyse on July 06, 2009, 11:13:31 PM
According to the EE guide, they're in common5, then 001.pac, then 004.bin, then one of brres files contained inside. It's hard to tell; the formatting on the list is kinda screwy.
Where do I drop 004.bin? SSBextract?
The guide says it's compressed, so maybe try lz77ex first.
ok sure.
common5>001.pac
the 001.pac doesnt have a 004.bin
when you first extract the common5 there is a 004.bin
ok I SSBextracted the 004.bin.out and got 9 .brres files. What should I do now?
SSBBextract those, maybe? I'm just guessing.
I did one by one and got
PAT0, STR0, CHR0, CLR0, VISO, SCR0 in the folders. What do I do now?
The guide doesn't go into anymore detail, sorry.
I FOUND THEM.
They're in 008.brres, once you've extracted 004.bin. Also included are the names, selection icons, and series names.
Dang I need more help!!!
OK, here's exactly what I did.
common5_en.pac > SSBBextract
004.bin > lz77ex
Rename 004.bin.out to 004.pac
004.pac > SSBBextract
008.brres > SSBBextract
All the stuff is in the Textures folder you get. Grab a tpl and run it through tplx to get the tga.
List of what's what:
MenSelchrMark: The character icons that appear to the left of the stage name. (For example: The mushroom for Mario characters.)
MenSelmapStname: The stage name.
MenSelmapIcon: The "small" stage portrait. This is what you click on to select a stage.
MenSelmapMark: The series name. Appears in the lower-left of the stage portrait. (For example: If you hover over Mushroomy Kingdom, this is "Super Mario Bros.")
MenSelmapPrevbase: This is the actual stage portrait.
There's a few more interesting things in here, like the buttons for Random and for switching to Melee, Custom, and Normal stages.
I need help!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Help with WHAT.
How much clearer could I possibly make this?
NVM. I didnt see the second page. Thanks.
common5_en.pac > SSBBextract
004.bin > lz77ex
Rename 004.bin.out to 004.pac
004.pac > SSBBextract
008.brres > SSBBextract
Based on that we need to:
Insert the folders in 008.brres,
insert 008.brres to 004.pac,
ntcompress 004.pac back to 004.pac>004.BIN
Insert 004.BIN in Common5.pac
!!!!!!!!
We need these files in brres form to make get read in the CUPASH extraction process. But how? My first question is how did we get InfFace***?? If we knew how to that, we could convert the tpl files into brres. Then we can edit these tgas and test them out.
The small images are +2 index textures. =)
edit Segab: nice quadruple post here. edit your damn posts.
!
W
I
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Quote from: MilkaholicX on July 07, 2009, 06:39:34 PM
We need these files in brres form to make get read in the CUPASH extraction process. But how? My first question is how did we get InfFace***?? If we knew how to that, we could convert the tpl files into brres. Then we can edit these tgas and test them out.
The brres files are just tpl containers. You don't convert tpls to brres, you hex tpls
into brres. This is why CUPASH needs the original InfFace in order to create new ones; it hexes your new images into the original brres and saves it as a copy.
In other words, you can change stage portraits all you want if you know how to use SSBBinsert.
Hex the tpl files into brres files and then run the brres though CUPASH. And then bing bang boom we're home free. Hmmm. I have trouble hexing.
CUPASH isn't like ASH; I don't think it works the way you think it works.
Then how do you think we can apply these into the game?
Lots and lots of SSBBinsert.
Quote from: Vyse on July 07, 2009, 10:01:01 PM
Lots and lots of SSBBinsert.
*Thinks of Vile's item packing method*
*fetal position*