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1  Help & Tutorials / Help / Where this, that, and the other thing are located in the Brawl ISO on: September 03, 2011, 10:29:40 PM
For a few future stage projects of mine, I'm looking at some obscure places to find pieces. I've already torn SSE apart (for the most part; see further below), so now I'm seeking to find other things. However, said things aren't exactly easy to find. So, I'm wondering if anyone knows where the following might be located (or if they're even in the ISO to begin with):

1. This version of the FD platform. This is one of the things I'm not certain if it's even in the ISO. At first, I thought it was just a variation rihuganon made to differentiate his/her FD textures from everyone else's. Then someone else used that same platform for his/her FD textures (example) and didn't get called out for not crediting rihuganon. That made me wonder if it was a pre-release version of the FD platform that's still in the Brawl ISO somewhere.

2. The Brawl Intro stage. A bunch of stages use the background of this stage, and looking at their files in BrawlBox reveals their SceneData came from something called "StgOpening." However, looking through the Brawl archive I'm currently using brings up nothing for it, which makes me sort of doubt its existence.

3. The models/animations/what-have-you of several Subspace enemies (especially the Primids). Normally, the adventure stages have this information already contained within them (for example, you can find the model for a Shellpod by looking in the first ARC of stage 290001, Outside the Ancient Ruins). However, none of them contain models for the Primids - including the stages where they make prominent appearances such as the Entrance to Subspace. As well, enemies like the Greap and the Armight are missing their weapons. Since this information has to be on the ISO somewhere, I'm wondering where else it might be located (possibly in an area that hasn't been tapped into yet?).
2  Super Smash Bros. Brawl Hacking / Stages / Dark Lord Yomegami's Stage Thread (More Previews, 9/27) on: August 26, 2011, 07:25:13 PM
Since I've done enough stuff now, I think it's time for me to post somewhere other than the help forum.

Instead of a lengthy introduction, I'll just say I'm D. L. Yomegami and I make stages and stuff. Awesome Face

99% of the time, my stages are WiFi friendly. In the event they aren't, it was either a mistake on my part or an idea that was an offshoot of one of my other projects.

With that said, here's all I've made thus far.

------

Current Projects

Abandoned Stadium

I noticed that Pokemon Stadium 2 was lacking of background swaps, so I decided to make one based off the idea of PS2 decades after its usage in Brawl. It's about done - there's a few graphical glitches that need solving before it's ready for release (one of which is slightly visible in the picture).
Thanks to Wrath for his Stadium-less PS2 that made this swap much easier to do, and to LookItsLink for his Pokemon-less Stadium 2.
To be done: Fix graphical glitches, test WiFi compatibility.

New Pork Field

My first Battlefield background swap, and a fairly original one at that. I don't think anyone has ever used New Pork City's background for anything. I think it looks rather awesome over BF. Turns out it works perfectly fine over WiFi without having epic lighting issues. However, now I want to see if there's anything else I can add to the stage to make it more original (seeing as the background came from another multiplayer stage). Might release an as-is version, though.
To be done: Come with possible additional ideas for the stage.

Subspacial/Black Hole Cruise:

Since my old RC texture desynced with PT/for no good reason, I decided to make my own. This one required some builder-block placement to get it to look right, and even now there's still some animations that need fixing. It otherwise looks decidedly awesome - in particular, I think the lighting works surprisingly well here.
To be done: Fix animation issues, test WiFi compatibility w/PT.

Dark Orb Field/FD

Yet another FD skin...which is being developed concurrently with a Battlefield skin. Pretty much just the background from that area in the Battlefield fortress stage where Marth and MK first meet. The FD version has a problem with the orb not animating, but I figured out how to fix that. The BF version, unfortunately, suffers from the "desyncs with 3/4 players" issue for no good reason. Naturally, I have no idea what the heck causes that.
Both versions also need new lighting, although it's more noticeable on FD then it is on BF.
To be done: Change lightings (both); Fix animations (FD); Fix WiFi issues (BF).

------

Finished Work

Final Destination
A.K.A. that stage most of my background swaps are for at the moment. That's partially because it's my favorite stage in Brawl and partially because it's easy to work with.

Heavenly Final Skiff

My take on a Skiff background swap. To differentiate it from Mewtwo's, I altered the lighting on mine to give off a different...well, heavenly feel. For some reason, there's a small graphical glitch where the background will flicker black for a split second occasionally. It's not stage-breaking, just irksome. I don't know how to get rid of it, though.
Download

Black Hole FD (V1/V2)

My first stage, and so far the only one (apart from the aforementioned Abandoned Stadium) to use parts of a stage made by someone else. In this case, it was LenSho and his Super Bowser Galaxy stage. I really liked that black hole/galaxy in the background, but the stage itself wasn't exactly WiFi safe. At the time, there was no FD texture I truly liked in the Vault that fit the music I currently had there. The end result was the version you see on the left.
The version on the right is an updated version I finished up today. The problems the first version had were fixed in V2, and personally I think V2 looks much nicer. Of course, your mileage may vary.
Download (V1)/Download(V2)

Tabuu's Shrine

What I consider to be my best stage thus far. With this stage, not only is the background changed, but the platform is as well. And not to mention it was also the first stage I made that has a model I positioned myself in the background. Since I already rambled enough in the download's description, I'll just leave it at that here.
Download

FD in the Ruins

Just a random idea that came to me one day. This stage's nothing too fancy, other than being my first foray into the Builder-Block method of placing models. I might update it later so that it's higher off the ground.
Download

Heaven's Gate FD

My proudest achievement before making Tabuu's Shrine. This stage was the first time I used custom lighting (although it's based heavily on Skyworld's - still looks rather nice to me, though). All in all, I'd say the parts that went into it mesh together fairly well.
This one's probably going to get an update so that the clouds aren't all yellow, as well as fidgeting with the Skyworld part so PT looks more believable on the stage.
Download

Skyworld FD

There's really nothing to say about this one. It's just ye olde fashioned background swap between two multiplayer stages. I just uploaded it to correct the lack of a straight Skyworld/FD background swap. Which brings up the interesting idea of inverting this concept....
Download

Temple
A.K.A. that stage all the taunt party-ers love. Granted, it's not one of the more popular stages in Brawl, but I figure we WiFi people could use more Temple variations.

Tabuu's Temple

Despite the similarities in names, this is much older than Tabuu's Shrine. In fact, this was the second stage I made. I wanted to do something with Tabuu's background even though Charby already did the Tabuu Stage/FD background swap, so I came up with this.
Thanks to Hotdogturtle for revealing how to get rid of Temple's sky.
Download

------

I seem to like rambling when it comes to stuff I've made. As such, I'll end this first post with this: All my stuff is free to edit as long as credit is given. Seeing as most of it is just cobbled together parts from SSE, I don't think I have much to gain in being overly protective of it. Tongue
3  Help & Tutorials / Help / BrawlBox won't allow SceneDatas to be edited on: August 20, 2011, 11:26:42 PM
What the title says, really - BrawlBox keeps crashing when I try to edit the SceneData of a stage and (try to) save. Here's the full extent of the error it's giving me:

See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.Collections.Generic.KeyNotFoundException: The given key was not present in the dictionary.
   at System.ThrowHelper.ThrowKeyNotFoundException()
   at System.Collections.Generic.SortedList`2.get_Item(TKey key)
   at BrawlLib.SSBB.ResourceNodes.SCN0GroupNode.PostPro cess(VoidPtr dataAddress, StringTable stringTable)
   at BrawlLib.SSBB.ResourceNodes.SCN0Node.PostProcess(VoidPtr bresAddress, VoidPtr dataAddress, Int32 dataLength, StringTable stringTable)
   at BrawlLib.SSBB.ResourceNodes.BRESNode.OnRebuild(VoidPtr address, Int32 size, Boolean force)
   at BrawlLib.SSBB.ResourceNodes.ResourceNode.Rebuild(VoidPtr address, Int32 length, Boolean force)
   at BrawlLib.SSBB.ResourceNodes.ResourceNode.Rebuild(Boolean force)
   at BrawlLib.SSBB.ResourceNodes.ResourceNode.Merge(Boolean forceBuild)
   at BrawlBox.Program.Save()
   at BrawlBox.MainForm.saveToolStripMenuItem_Click(Object sender, EventArgs e)
   at System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e)
   at System.Windows.Forms.ToolStripMenuItem.OnClick(EventArgs e)
   at System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e)
   at System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e)
   at System.Windows.Forms.ToolStripItem.FireEventInter active(EventArgs e, ToolStripItemEventType met)
   at System.Windows.Forms.ToolStripItem.FireEvent(EventArgs e, ToolStripItemEventType met)
   at System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea)
   at System.Windows.Forms.ToolStripDropDown.OnMouseUp(MouseEventArgs mea)
   at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
   at System.Windows.Forms.ToolStrip.WndProc(Message& m)
   at System.Windows.Forms.ToolStripDropDown.WndProc(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow. OnMessage(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow. WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.4214 (VistaSP2GDR.050727-4200)
    CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll
----------------------------------------
BrawlBox
    Assembly Version: 0.63.4042.32260
    Win32 Version: 0.63.3.0
    CodeBase: file:///C:/Users/Grendel%20Man/Desktop/BrawlBox%20v0.63d/BrawlBox.exe
----------------------------------------
BrawlLib
    Assembly Version: 0.10.4042.32259
    Win32 Version: 0.10.3.0
    CodeBase: file:///C:/Users/Grendel%20Man/Desktop/BrawlBox%20v0.63d/BrawlLib.DLL
----------------------------------------
System.Windows.Forms
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.4214 (VistaSP2GDR.050727-4200)
    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.4215 (VistaSP2GDR.050727-4200)
    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Drawing
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.4016 (NetFxQFE.050727-4000)
    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
Accessibility
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.4016 (NetFxQFE.050727-4000)
    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/Accessibility/2.0.0.0__b03f5f7f11d50a3a/Accessibility.dll
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
    <system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.

I'm using BrawlBox v0.63d, Modset 4.2. I tried updating my BrawlBox, but apparently the most recent version can't edit lighting at the moment.

Granted, it crashed during my first attempt at editing Scene Data. However, then I was able to edit it by modifying the SceneData independently of the stage and then adding the edited SceneData back in. Now, it doesn't work no matter what I do.

By the look of the error, it seems like I'm missing something. However, I'd like to know if someone more knowledgeable than I am about this that knows what's going on.
4  Help & Tutorials / Help / Issues with a background swap on: July 17, 2011, 09:05:16 PM
I don't think I've posted anywhere else since I joined...anyway, onto the issue.

So recently, I came up with the idea to put a background from an SSE stage over FD. Specifically, I wanted to put the background from the area where the door to Tabuu is on FD, since no such stage exists in the Vault as of yet and I thought it'd look spiffy.

My steps to accomplish this:
1. Find the SSE stage in question.
2. Go into that stage's ModelData[0], delete the model for the platform, and then export that ModelData.
3. Go into the stage's ModelData[151] and export it (since it apparently handles the opening door, which is an effect I wanted to happen at the start of the match).
4. Export all relevant TextureData.
5. Export the SceneData.
6. Go into the file for FD and remove all extraneous textures.
7. Export the model that handles PT positioning, and then replace its ModelData[1] with the Tabuu Door ModelData[0], replace the ModelData[101] with the ModelData[151] from the Tabuu Door, and then re-add the PT positioning model.
7. Replace the Scene Data with the one from the SSE Stage.

Then I save, add the new stage onto my SD card, and load it up in-game.

The background went from looking like this...
...to looking like this.

Besides the rectangle thing, nothing else in the FD background was animated. And before I just restored the ModelData[101] to its default state (which is the stage that made it into the picture), the door wound up in the middle of the stage rather than in the background like it was supposed to be. Needless to say, something got lost in translation.

I'm not sure what exactly I'm doing wrong here. Is there another method that one's supposed to use for SSE stage-related matters? Did I pick the wrong stage to do a background swap with? Or am I simply being an idiot and missing something obvious?

The stage itself can be downloaded here so that someone can take a look at it if necessary.
5  Help & Tutorials / Help / Fixing stages that desync with Pokemon Trainer on: June 18, 2011, 07:01:03 PM
Title explains what I'm trying to do, really. Recently, I've found a bunch of stages that, while otherwise working fine on WiFi/Replays, cause desync if someone picks Pokemon Trainer. Being a (novice) stage hacker, I decided to take it upon myself and fix that issue.

Unfortunately, it's not as simple as taking the stage that desyncs and replacing the model data concerning PT with the corresponding model data from the stage it's based on. While trying to work on one desyncing stage, I found that its PT model data and the PT model data of the stage it's based on appear to be identical.

Considering that, is there anything else that might make Pokemon Trainer desync a stage? Possibly another topic covering this very issue already exists and has the answer I'm seeking in it (I searched beforehand and nothing came up, so...)?
6  Help & Tutorials / Help / WiFi Room Freezing on: May 28, 2011, 07:16:45 PM
I searched for an answer for this a few times and was unsuccessful, so forgive me if something like this has already been posted.

I've been using hacks for a while now. Normally, using them with WiFi poses no problems (since I'm usually careful to pick hacks that are WiFi-friendly). However, there is one extremely irritating issue I have: Occasionally, the game likes to freeze at the WiFi Waiting Area.

Nothing I've read has shed any light onto the cause of this problem. I've heard that the info/mu_menumain.pac files might have something to do with it, but removing mine didn't make a difference. I also don't think it has anything to do with the texture on my WiFi waiting area.

My codes also shouldn't have an effect on WiFi at all, but in the event one of them is the cause than here's my set of codes:
Code:
Disable Custom Stages v1.1: [Phantom Wings]
* 046B841C 48000040

Unlimited Replays
* 040E5DE8 60000000
* 04953184 60000000
* 04953224 60000000

Tags in Replays
* 0404B140 38A00000

Unrestricted Replay Cam
* 0409E934 60000000
* 0409E93C 60000000
* 0409E9AC FC201890
* 0409E9B8 FC600090
* 0409E9BC FC000890
* 0409E9C8 FC001890

Unrestricted Pause Cam
* 040A7D60 4E800020
* 04109D88 38800001

Colored Shields
* 4A000000 80F59A60
* 14000088 FF3AB700
* 14000090 FF000000
* 140000A0 FF000000
* 140000A8 00000000
* 4A000000 80F59ED4
* 14000088 00FFFF00
* 14000090 0000FF00
* 140000A0 0080FF00
* 140000A8 00000000
* 4A000000 80F5A348
* 14000088 FAF9E100
* 14000090 FFFF0000
* 140000A0 FFFF8000
* 140000A8 00000000
* 4A000000 80F5A7BC
* 14000088 88FCAE00
* 14000090 00FF0000
* 140000A0 00C00000
* 140000A8 00000000

Start Match With Only 1 Player [spunit262]
* 0468D420 2C060001

In addition, I also use Riivolution as opposed to the File Patch Code, but I seriously doubt that has anything to do with it.

Has anyone else run into this problem and have any idea what I can do to prevent it from happening?
7  Help & Tutorials / Help / Trying to do a background swap, and.... on: March 05, 2011, 10:39:04 PM
Today, I found Chuy's tutorial on how to perform a background swap. After unsuccessfully trying to put a different background on FD, I finally just followed it to a T and had success. From there, I decided to remove the moon from the background and use the resulting stage as a base for future experimentation.

Another few attempts later, I finally got the moon to go away.

Then, this happened.

In case it's not obvious, the stars and suchwhat from FD's transitions came back after the moon was removed (the sparkles in the picture indicate where the ocean from FD would normally be). They only stuck around for the first two minutes, though. After that, they went away and never came back. 

I have no idea why they're coming back despite the fact that there is no animation routine for them specified in the .pac file. The only thing I changed from Chuy's default tutorial was a texture.

Maybe I'm missing something completely and totally obvious, but I can't figure out what exactly I'm doing wrong here. Undecided
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