Title: Have you guys looked at ef_.pacs? Post by: Eternal Yoshi on April 07, 2011, 02:10:56 PM I really think we should.
I noticed that while it is possible to switch effect.pacs when making characters, the ID needed to use them is the same. For example, Gray Fox's electricity sparkles are ALWAYS the ID 00CB0002, Regardless of who he is over. This works, but in the case of Gray Fox, if the AT is present, the effects get unloaded when the AT leaves, leaving only the white trail. Is there something in memory or effect.pacs that control the file ID so that we can solve this issue? Side note: We may be able to get Ike clones their own ExtGfx set working seperately from Ike when Ike is present if this goes well. Title: Re: Have you guys looked at ef_.pacs? Post by: DarkPikachu on April 07, 2011, 02:30:21 PM more seperation of common data
gj and yes I have, but not intently :/ Title: Re: Have you guys looked at ef_.pacs? Post by: SmashClash on April 07, 2011, 02:46:09 PM This is what I want: Ike clones their own ExtGfx set working seperately from Ike when Ike is present.
I'll try to help some day. Title: Re: Have you guys looked at ef_.pacs? Post by: DarkPikachu on April 07, 2011, 03:21:13 PM I've actually been trying to do this for a while with Pika
(one with Green and another with blue thunder) same with the sparks, FS, etc... but it freezes with everything I do... must have something to do with the game scripts (rel files) anyone know of a good raw C++ decopiler?? that should work for decompiling REL files (no promises, as it's only a 90% best guess) ^wii software by nintendo is developed using C++ Title: Re: Have you guys looked at ef_.pacs? Post by: Eternal Yoshi on April 07, 2011, 03:43:43 PM Sadly, I don't. Sorry.
Title: Re: Have you guys looked at ef_.pacs? Post by: ForOhFor Error on April 07, 2011, 03:45:15 PM I've actually been trying to do this for a while with Pika I don't either.(one with Green and another with blue thunder) same with the sparks, FS, etc... but it freezes with everything I do... must have something to do with the game scripts (rel files) anyone know of a good raw C++ decopiler?? that should work for decompiling REL files (no promises, as it's only a 90% best guess) ^wii software by nintendo is developed using C++ And I thought you didn't read C++ Title: Re: Have you guys looked at ef_.pacs? Post by: DarkPikachu on April 07, 2011, 04:41:56 PM And I thought you didn't read C++ I'm only just able to read itI don't understand alot of the function linkage and stuff, but there's alot I do understand the wii SDK is written using C++ Title: Re: Have you guys looked at ef_.pacs? Post by: Eternal Yoshi on May 27, 2011, 08:25:30 AM Here's a list of known Effect.pac IDs used in the moveset files for External GFX IDs.
I didn't check the Pokeball Pokes yet. Code: Effect.pac As you may have noticed, there are gaps that WOULD be filled by the effect.pac of the forgotten 7. I'm willing to bet that the gap between Sonic and the Assist Trophy effects are filled by Stages and SSE bosses. These were found using PSA, OpenSA2, and Tabuu. Maybe this can be used? |