I've ported all 11 Super Smash Land stages to Brawl (and, by extension, P:M), with varying degrees of accuracy:
Peach's Castle (complete)
Dream Land (complete - blowing wind from Green Greens)
Hyrule Castle (complete)
Saffron City (moving platforms YES, pokemon NO)
Tower of Heaven (static - no "challenges")
Underground (complete)
breakable blocks from Yoshi's Island, so they're actually easier to break in this version
Kirby's Air Ride (static - no riders above the stage)
Clocktown (complete)
Lavender Town (static - no Haunter/Gastly platforms)
Dr. Wily's Castle (static - no cannon)
Battlefield (complete)
Of the stages that aren't complete, only Lavender Town would be theoretically possible with current knowledge (but the sprite animations would make it quite difficult.)
This pack sets out to replace every stage in Brawl with a different one, whether it be an import, a model edit, or something completely custom. Every stage is replaced with another, right down to the Wi-Fi Waiting Room. This makes 42 stage slots, each with their own icon, preview image, and name.
The pack works with Riivolution and with Gecko + FPC. It was designed and tested on a US NTSC version of Brawl. Riivolution: Extract the contents of the .exe file into sd:/brawlmods/StageRep2, and add the stuff in "RiivolutionPatches.xml" to your XML file. Select "Enabled" for Stage Replacement Pack and and All-Star Mode Changes on Riivolution's menu. Gecko: Copy the "pf" and "pfmenu2" folders to your SD card: sd:/private/wii/app/RSBE/{pf, pfmenu2}. common5_optional.pac isn't needed, since the same stuff is in sc_selmap.pac (Riivolution loads common5_en.pac first; that's why the file is there.)
An info.pac, info_corps.pac and mu_menumain.pac are included for the music titles.
Notes: *Brawl- users: turn off the “New Pork City is Wifi Waiting Room” code, or you won't be able to load Fourside. *Brawl+ users: turn off the “Rumble Falls is Wifi Waiting Room” code, or you won't be able to load Rumble Falls+. *BBrawl users: you're fine as you are – you'll have access to all the stages.
If you want, you can use this optional custom SSS code. This is optional - no codes are required for the SRP to work. This code just rearranges the stages in a way that makes more sense: SSB64, Melee and SSE stages are on the second screen, and the rest of the stages are on the first. However, if you don't use this code or another custom SSS code (like the one included with Balanced Brawl), you won't be able to play on The Canyon.
The downloads are self-extracting .exe files, created with 7-zip. If you don't want to or can't run the .exe files, change the extension to ".7z" and open it with 7-zip or another compatible program. (Most new Linux distributions have 7-zip support built into whatever zip program they come with.)
If you want to change some of the stages or songs, keep in mind that: 1. for stages, you need to have the correct .rel file. (What .rel file I'm currently using is listed for each stage in the "Based on / .rel used" field in the Stage List.) 2. stage portraits, titles and icons are in sc_selmap.pac (Gecko/FPC), common5.pac (Riivolution), and mu_menumain.pac (for the My Music screen). 3. music names are in info.pac (for battles), info_corps.pac (for All-Star mode) and mu_menumain.pac (for the My Music screen).
If one of your stages is in here and you update it, send me a PM and I'll either put a link to the updated version here or (if they start to pile up) I'll release an updated .exe archive.
I wanted to clear up the clutter, so I'm putting some things in spoiler tags and leaving off others. This is where I'll post new stages, textures or minor vertex hacks. Any major vertex hacks will go in my thread on the Vertex Hacks forum.
Pre-Separated Textures (Kirby, Link, Toon Link)
For Link and Toon Link, I've uploaded some example GIMP .xcf files of their default textures with layers already separated. For Kirby, I've included the .xcf sources I use to make new Kirby colors. Explanations are included in the .xcf's as invisible text layers. They were written very quickly, but if you have any questions you can reply and I'll do my best to answer them. Also see this guide for Kirby's FS eyes with GIMP.
Having made many CSPs for my textures (and some others) I thought I should share my pack of stock CSPs. Each is separated into layers for each part of the character's body/clothes. Many also have a non-visible layer with a solid rectangle; if you crop to this rectangle, merge all layers, and then scale to 48x56, you will have a matching battle portrait. Lucario has a separate .xcf/.psd for his battle portrait - his head is slightly bigger there than on the CSS portrait.
Included: *King Dedede *Jigglypuff (rotation instructions and example battle portrait included in the file) *Kirby [pink & green] *Link *Lucario *Luigi (no battle portrait) *Mario (no battle portrait) *Pikachu *Pokémon Trainer (no battle portraits) *R.O.B. *Sonic *Toon Link *Wario [yellow] (no battle portrait) *Yoshi (no battle portrait) *Zelda (no battle portraits) {Sheik is separated onto another layer but not split up}
Team battles will be so much nicer! I pulled together textures by M&SG, Wave Kusanagi and Dragonrage, them made some myself for Pikachu and Jigglypuff. Battle portraits, CSPs and even stock icons are included. Running the "MakePf" batch file will make a folder called "fighter" and copy the textures into it so you can drag them all onto your SD card at once. The folder "Premade system files (optional)" contains common5.pac with the CSPs and stock icons inserted and an info/portrite folder with the battle portraits.
Code:
Textures Lucario (M&SG): http://forums.kc-mm.com/index.php?topic=3302.0 Red Green Yellow Sonic (Wave Kusanagi): http://forums.kc-mm.com/index.php?topic=5216.0 Blue/Default (more vivid blue than Brawl; no CSP) Red Green Gold Black Charizard/Ivysaur/Squirtle (Dragonrage): http://forums.kc-mm.com/index.php?topic=827.0 Red Green Blue (M&SG): http://forums.kc-mm.com/index.php?topic=3302.0 Dark Pikachu (libertyernie) Red Green Blue Jigglypuff (libertyernie) Red Green Blue Light Blue Olimar (libertyernie) Light Blue
The strap loader on the left is my Mirrored Strap Loader. You can use it as a template for your own strap loader without giving me credit. I made it by changing the bones to move the different parts of the model (Yes, it's a model!) The middle one is a retexture of the reversed one, and the right one, um... isn't. Click on the pictures to download each strap loader.
Melee Textures
With KirbyTool, I've made it possible to make Kirby and Pichu textures for Melee real quickly. I whipped up some textures partially to show what the tool can do and partially as a reason to make the tool in the first place. The Pichu .zip file contains Brown, Red, Green and Blue Pichu, each corresponding to a particular color in Melee that they can replace. The Kirby archive has Light Green, Red/Cream, LemonLime and Brown Kirby. Each of them can replace any Kirby color in the game, because I ran the tool six times for each texture. Also, Kirby has 5 .dat files for each texture (four are for his hats), so this results in a LOT of different .dat file "quintets" you can choose from. Thankfully, 7-zip compresses them all to 535KiB.
The hero of the Megadrive game Soleil (US: Crusader of Centy). Must have grabbed the wrong hat. The shield in front is vertexed to have the top be as round as the bottom. The one in the back isn't, though - I couldn't get it to work properly. His ears are also vertexed to be not pointy. Download (BrawlVault)
Pine
This is Pine, the guy from my old avatar gravatar (did you know you can have KC-MM and other sites automatically use the same image as WordPress? You should check it out.) I made a Kirby texture and a vertex-hacked Ness cap. The hair in front used to be the peak of the cap; I had to change the Materials1 type to make it show up when looking at him from underneath. The first picture shows a hole in Pine’s hat, but I’ve patched that up since then.
Football Toon Link
For the uniform, I used the colors of the New York Giants, though I added Packers-style sleeve stripes.
A Kirby emulator for Windows? No, it's just a texture. Kirby's eyes (which I traced over in black) are inside a window. His skin is the same blue that's the default background color in Windows XP when there's no picture, and the green color is from the Start button. Sorry, no ability textures for DK, Olimar, etc.
Aw, Rare! Why did Microsoft have to buy you? Anyway, this is a close approximation of the Motion-Sensor Bomb from Goldeneye 007 and Super Smash Bros. Melee, using the Melee texture as a base.
The third level of Pumpkin Zone from Super Mario Land 2. Comes with two .brstms and SSS icons, as well as .rel files if you want to use it over Flat Zone 2 or Hanenbow. The blocks disappear for 1 second in each 4-second loop. There's also a custom color version included (the original game was in black & white.)
I've been redoing the Super Smash Bros. sound track .brstm files to cut down on file size and make sure the files are of near-perfect quality at the same time. Here's what I've been doing: *Using Winamp to convert the USF soundtrack files to .wav *Using Audacity to change the playback rate from 32006 to 32000 Hz, convert the track to mono, and amplify to try and match Brawl's music volume *Finding the loop point in Audacity (manually, not automatically) *Making the .brstms with BrawlBox
This results in a smaller file size than regular 44100Hz/stereo .brstms (if I remember correctly, it's less than half.)
Here's what I've done: Peach's Castle Congo Jungle Hyrule Castle Planet Zebes Yoshi's Island Dreamland Sector Z Saffron City Bonus Game Fighting Polygon Team Metal Mario Mushroom Kingdom (not yet)
Also, I just thought I'd note that "Jungle Theme (Donkey Kong Country)" (from SSE) is very, very similar to the Congo Jungle music. It's anyone's guess why they put it in the one-player mode instead of using it as stage music for Rumble Falls.
Link's Awakening
I've got some Link's Awakening music ripped from the GBS soundtracks. They'll be located in this Mediafire folder. The "Super Game Boy" version runs at a slightly higher bitrate - anyone who has played on the Super Game Boy a lot will recognize the higher pitch.
Original ground theme (Ripped from Super Mario Bros. NSF at 22050 Hz - really, it's the Mushroom Kingdom music)
(Note: I had 66 before where 54 is now, but I think it is supposed to be 54 in this case)
This is a code for the default SSS. What a useless code. But you can use it as a base for editing.
The red block controls the icons on the Brawl screen. The blue block controls the icons on the Melee screen. The yellow block controls the stages at a deeper level - you can swap icons between stages, and if you want to add icons for the WWR or one of the STGCUSTOM# stages you get with PW's code, you'll need to edit or add to this.
What I figured out is that the bytes in the red (00, 01, etc.) and blue (1F, 20, etc.) parts actually point to the two-byte pairs in the yellow part. So the 00 at the beginning of the red (Brawl stages) part points to the first two bytes in the yellow part, which are 0101 - Battlefield with Battlefield's icon. The 01 in the red part points to 0202, the 09 points to 330A (this is Bridge of Eldin), and so on. You can change these pairs to make different stages have different icons/pictures, or make different icons/pictures load different stages. You can also add more stage/icon pairs after the FF and use 2A and above to point to those, but they won't be included on the random stage select.
If you don't change the yellow part up to and including the FFFF, you can use the values from the first column below in the red and blue parts. The second and third values are what you use if you do want to change the yellow part. Keep in mind that only the first 41 stages will be loaded by pressing "Random." Note: I'm pretty sure the FFFF has to stay where it is.
Code:
Default Index - Stage Name - Level ID -Icon ID 00 Battlefield 01 01 01 Final Destination 02 02 02 Delfino Plaza 03 03 03 Luigi's Mansion 04 04 04 Mushroomy Kingdom 05 05 05 Mario Circuit 06 06 06 75 m 07 07 07 Rumble Falls 08 08 08 Pirate Ship 09 09 09 Bridge of Eldin 33 0A 0A Norfair 0B 0B 0B Frigate Orpheon 0C 0C 0C Yoshi's Island (B) 0D 0D 0D Halberd 0E 0E 0E Lylat Cruise 13 0F 0F Pokémon Stadium 2 14 10 10 Spear Pillar 15 11 11 Port Town Aero Dive 16 12 12 Summit 17 13 13 Flat Zone 2 18 14 14 Castle Siege 19 15 15 WarioWare, Inc. 1C 16 16 Distant Planet 1D 17 17 Skyworld 1E 18 18 Mario Bros. 1F 19 19 New Pork City 20 1A 1A Smashville 21 1B 1B Shadow Moses Island 22 1C 1C Green Hill Zone 23 1D 1D PictoChat 24 1E 1E Hanenbow 25 1F 1F Temple 29 32 20 Yoshi's Island (M) 2A 33 21 Jungle Japes 2B 34 22 Onett 2C 35 23 Green Greens 2D 36 24 Rainbow Cruise 2F 37 25 Corneria 30 38 26 Big Blue 31 39 27 Brinstar 32 3A 28 Pokémon Stadium 2E 3B 29 Menu -- 64 -- Blank -- 00 -- ConfigTest 26 -- -- Result 28 -- -- Homerun 34 -- -- Edit 35 -- -- Heal 36 -- -- OnlineTraining 37 -- -- TargetBreak 38 --
*Battlefield and Mario Circuit have their icons switched *A "Menu" icon is added to the Brawl screen; it loads the WWR *Three icons are added to the Melee screen: blank (loads Bridge of Eldin), Summit (loads Skyworld) and New Pork City (loads WarioWare, Inc.)
This vertex hack is deceivingly simple. Part 1 is a flattening-out of Toon Link's nose (something I posted a week or two ago in the Pre-Hexed/Vertex Edited sticky thread.) Part 2 consists of scaling Toon Link's ears by a factor of 3, rotating them 35 degrees, then moving them to the top of his head.
That's right. I used his actual ears. They stick up through his hat, which might look strange for some charatcers but fits fine with Toon Link's cartoonish appearance. Thinking about it, I now have so much more respect for what LookItsLink did with Zelda's cat ears, which must have been much more work to vertex.
This new version is v7. New features include: *ported Outset Link hair (by Pik) onto Cat Toon Link The default .pac/.pcs files contain the model/texture that includes the cap. If you want the capless version, look in the folder "Outset Cat Link - Alternate Models & Textures." There is a single MDL0 model and an alternate body1 texture for each costume - you'll need to use them both. Open one of the costume files with BrawlBox and replace the model and body1 texture.
The download also includes two versions of a vertex-edited Kirby hat and CSS/battle portraits for all four Cat Toon Links.
Animal Ears Link
It seems Link has found a way to call upon his wolf abilities while remaining in his human form. Well, mostly human, that is. Using these powers, he is able to forge a link to another world, one where felines live, and call upon that world's hero to help him in his quest.
Some other guys came along too, including, of course, Kirby.
Bunny Lucas
"Why do people always think I'm this Lucas kid?" the bunny asked. "I'm just an animal! But if they really want me to fight, I guess I can..."
There are four six Lucas costumes, as well as four Kirby hats to choose from.
Stage Replacement Pack 1.1 is done! This version adds two new stages (SSB64 Intro and Subspace Emissary 2), as well as updating Fourside, Sakuraville and Hyrule Castle. I would like suggestions for music, especially on stages that don't currently have any new tracks (i.e. Konoha is still using Yoshi music).
This pack that sets out to replace every stage in Brawl with a different one, whether it be an import, a model edit, or something completely custom. Only two stages are replaced with cosmetic-only hacks: Bridge of Edlin (Aurora Bridge by OizenX) and Smashville (Sakuraville by Sanitys Theif).
The pack works with Riivolution and with Gecko + FPC. It was designed and tested on a US NTSC version of Brawl. Riivolution: Extract the contents of the .exe file into sd:/brawlmods/StageRep, and add the stuff in "SRP.xml" to your XML file. Then download one of the sound packs and extract them to sd:/brawlmods/StageRep. Select "Enabled w/ SSPs" for Stage Replacement Pack on Riivolution's menu. Gecko: Copy the "pf" and "pfmenu2" folders to your SD card. common5_optional.pac isn't needed, since the same stuff is in sc_selmap.pac (Riivolution loads common5_en.pac first; that's why the file is there.) Download one of the sound packs and extract them to sd:/private/wii/app/RSBE.
Make sure the .brstm files are in pf/sound/strm (not in pf/pf/sound/strm or something like that); otherwise, the game can't find them.
An info.pac and mu_menumain.pac are included for the music titles.
If you want, you can use this optional custom SSS code. Let me repeat: this is optional. No codes are required for the SRP to work. This code just rearranges the stages so SSB64, Melee and SSE stages (as well as the WWR) are on the second screen, and the rest of the stages are on the first.
All-Star mode: Using Tabuu, I have made a custom common2.pac for changing the stages in All-Star mode to match the characters. You can download the common2.pac here. Instructions and a guide to who gets what stages is in a PDF here.
Documents: In the download (and also available from the links here) are: *a spreadsheet showing the stages and their authors (available in OpenDocument, Excel or HTML formats) *a FAQ *a change list
The downloads are self-extracting .exe files, created with 7-zip. If you don't want to or can't run the .exe files, change the extension to ".7z" and open it with 7-zip or another compatible program. (Most new Linux distributions have 7-zip support built into whatever zip program they come with.)
If you want to change some of the stages or songs, keep in mind that: 1. you need to have the correct .rel file. (What .rel file I'm using is listed for each stage in the "Based on / .rel used" field in the Stage List.) 2. stage portraits, titles and icons are in sc_selmap.pac, common5.pac (if you're using it), and mu_menumain.pac (for the My Music screen). 3. music names are in info.pac (for battles) and mu_menumain.pac (for the My Music screen).
Having made many CSPs for my textures (and some others) I thought I should share my pack of stock CSPs. Each is separated into layers for each part of the character's body/clothes. Many also have a non-visible layer with a solid rectangle; if you crop to this rectangle, merge all layers, and then scale to 48x56, you will have a matching battle portrait. Lucario has a separate .xcf/.psd for his battle portrait - his head is slightly bigger there than on the CSS portrait.
Included: *King Dedede *Jigglypuff (rotation instructions and example battle portrait included in the file) *Kirby [pink & green] *Link *Lucario *Luigi (no battle portrait) *Mario (no battle portrait) *Pikachu *Pokémon Trainer (no battle portraits) *R.O.B. *Sonic *Toon Link *Wario [yellow] (no battle portrait) *Yoshi (no battle portrait) *Zelda (no battle portraits) {Sheik is separated onto another layer but not split up}
This is the entire soundtrack to the Megadrive game Soleil (also released in the US as Crusader of Centy, but the European version has a better translation.) It was released in 1994 and has gameplay very similar to the 2D Zelda games, although it differentiates itself with a sword-throwing move, the ability to jump, and the help of many animals that have their own special powers. It also has a deep story that eventually has you trying to protect the monsters against attacks from your fellow humans. .brstm directory on Mediafire The whole soundtrack was ripped from the .vgm files on Project 2612, amplified 10 dB, and converted to .brstm using the original VGM loop points. The Ending and Game Over themes don't loop.
EDIT: louder versions are here. Most of the songs in this one are amplified 15 dB, so there is a bit of clipping.
I just finished putting together a pack of textures for characters like Sonic and Pikachu who have little variation in their Brawl textures. The pack's main purpose is to help facilitate team matches, but for some characters I threw in black or gold recolors as well. Thanks to M&SG, Wave, and Dragonrage for their textures that are included. If those hadn't existed, I probably wouldn't have put this pack together in the first place. SSBBCC wiki page/download List:
Code:
Textures Lucario (M&SG): http://forums.kc-mm.com/index.php?topic=3302.0 Red Green Yellow Sonic (Wave Kusanagi): http://forums.kc-mm.com/index.php?topic=5216.0 Blue/Default (more vivid blue than Brawl; no CSP) Red Green Gold Black Charizard/Ivysaur/Squirtle (Dragonrage): http://forums.kc-mm.com/index.php?topic=827.0 Red Green Blue (M&SG): http://forums.kc-mm.com/index.php?topic=3302.0 Dark Pikachu (libertyernie) Red Green Blue Jigglypuff (libertyernie) Red Green Blue Light Blue Olimar (libertyernie) Light Blue
Also, the batch file "MakePf" will copy all the textures into a fighter folder that you can then copy to your SD card.
With all the recolors I've done, I've been editing a lot of CSPs. This means I now have a lot of Gimp .xcf files with different parts cut out and put into differnt layers, so you can colorize them separately. I'm sure this will be of use to some of you. Download (.7z/for Photoshop) Download (.7z/for Gimp) Here's the listing of who's included: (note: if it just says "Orig," it's the default texture)
I was playing Wario Land one day, and I thought of something: "Hmm... I wonder if the music in this game is stored in the same format as Brawl music?" Turns out, it is! So, considering the dearth of good music on the WarioWare stage in Brawl, I dumped all the game's BRSTMs and renamed them to match Videogame Scrapbook's version. I have a feeling they dumped the BRSTMs and converted them to MP3, since every song matched up perfectly. And if it weren't for them, I would be completely lost as to which song was which and you would be getting names like "ninten_W1_kari_MIX-32k16b" and "AFRICA-INT-CUT". So give them a round of applause
I uploaded the .brstms to a folder on Mediafire. If you want to know what you're getting, download the Videogame Scrapbook album to listen to the MP3s, then download .brstms of the ones you like. Wario Land: Shake It! music folder
If you want to download them all, the download is split into three 7-zip archives due to its size: Download Part 1 Download Part 2 Download Part 3 (Bonus) Each contains a list of original file names on the disc and a README.
It is usually possible to retexture "flat-faced" characters like Kirby and Jigglypuff fully without ever touching Photoshop. (These are the characters with more than one EyeYellow image.) GIMP can do some of the same things with the alpha channel, albeit more awkwardly.
Note: This only works if you plan on keeping the character's eyes the same size, shape and position as the original.
1. Load your new FS eye image (including background) into GIMP. 2. Also load the .tga file you wish to replace. (I use ASH to extract and rebuild my .pac files; BrawlBox might work but I'm not sure.) 3. In the first image, go to Edit>Copy Visible to copy what you see. 4. Select the second image. In the Channels pane (), deselect Alpha so only Red, Blue and Green are highlighted (see picture.) 5. Go back to the Layers pane () and press Ctrl+V to paste. A new layer will appear called "Floating Selection (Pasted Layer)". Right-click on it and choose "Anchor Layer". The appearance of the image shouldn't have changed much when you anchored the layer. If it did, you probably did step 4 incorrectly. 6. Now you should be able to save the .tga file and it should work in Brawl. 7. If you want to be sure, go back to the Channels pane, select only Alpha (and deselect Red, Blue and Green). Press Ctrl+, to fill with black (assuming black is the foreground color, which it probably is.) Your original image should appear. If it does, you're good. Close WITHOUT saving (don't worry, you saved in step 6.)
I'm not the best at explaining it, so if you need clarification, just ask. It's a lot easier for me to do it in GIMP, since my Photoshop trial ran out and I don't want to buy or pirate it.
It's well known that the way GIMP saves indexed TGA files doesn't work well with ASH. But I've found a simple way to edit some (not all) of the indexed +1/+2 files without using Photoshop (since my 30-day trial ran out.)
1. Open the image in the GIMP. 2. Change any transparency to magenta, just like you would in Photoshop. 3. Make your edits. 4. When you're done editing, don't index it just yet. Save it as a regular RGB color TGA. 5. Get Irfanview (http://www.irfanview.com/) and open your TGA in it. Go to Image>Decrease Color Depth. 6. Here, Irfanview can index your image for you. But here's the catch: Irfanview can only save indexed images in 256, 16 or 2 colors, even if you put another number in the Custom box. This worked out well for Sonic's eyes - but not so well for CUPASH. 7. Go to File>Save and save over the old TGA. 8. Run step2_create.bat, of course!
I was very happy when I found this. I'm much more comfortable in the GIMP anyway, so I'll probably just use that from now on.
Sometimes this won't work, and ASH won't accept the file. If this happens, try using GIMP itself to index the image. If neither works, you've gotta use Photoshop.