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Super Smash Bros. Brawl Hacking => General Hacking Discussion => Topic started by: Eternal Yoshi on April 07, 2011, 02:10:56 PM



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
(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++
I don't either.
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 it

I 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
External GFX IDs


01 = Mario
02 = DK
03 = Link  
04 = Samus
05 = Yoshi
06 = Kirby
07 = Fox
08 = Pikachu
09 = Luigi
0A = Falcon
0B = Ness
0C = Bowser
0D = Peachy
0E = Zelda
0F = --------------- ?Maybe Sheik(Sheik's effect.pac is nulled)?
10 = Popo
11 = --------------- ?Nana?
12 = Marth
13 = ---------------
14 = Falco
15 = Ganondorf
16 = Wario
17 = Meta Knight
18 = Pit
19 = Zamus
1A = Olimar
1B = Lucas
1C = Diddy
1D = Pokemon Trainer
1E = Charizard
1F = Squirtle
20 = Ivysaur
21 = Dedede
22 = Lucario
23 = Ike
24 = Rob
25 = ----------
26 = Jigglypuff
27 = ----------
28 = ----------
29 = ----------
2A = Toon Link
2B = ----------
2C = ----------
2D = Wolf
2E = ----------
2F = Snake
30 = Sonic

------------------------------------------------------------------


C7 = Knuckle Joe
C9 = Mr. Resetti
CB = Gray Fox
CC = Shadow
CE = Devil
D0 = Metroid
D3 = Starfy
D4 = Tingle
D5 = Kat & Ana
D6 = Lyn
D7 = Custom Robo
D8 = Little Mac
D9 = Soldier
DA = Jeff
DC = Barbara
DD = Issac
DE = Saki
DF = Kururi
E0 = Mario FS
E1 = DK FS
E2 = Link FS
E3 = Toon Link FS
E4 = Samus FS
E5 = Yoshi FS
E6 = Kirby FS
E7 = Fox FS(Falco uses this too)
E8 = Pikachu FS?
E9 = Luigi FS?
EA = Falcon FS?
EB = Ness FS
EC = Bowser FS
ED = Peachy FS
EE = Zelda/Sheik FS
EF = Popo/Nana FS
F0 = Marth FS
F1 = ----------------
F2 = Ganondorf FS
F3 = Wario's FS
F4 = Meta Knight's FS
F5 = Pit's FS
F6 = Zamus FS
F7 = Olimar's FS?
F8 = Lucas FS
F9 = Diddy FS
FA = Pokemon Trainer FS
FB = Dedede FS?
FC = Lucario FS
FD = Ike FS
FE = Rob FS???
FF = Jigglypuff FS
100 = Wolf FS?
101 = Snake FS
102 = Sonic FS

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?