Home Gallery Resources The Team Rules chat Login Register
  Show Posts
Pages:  1 2 3 [4] 5 6 7 ... 33
46  Super Smash Bros. 4 Hacking / Smash 4 (Wii U) Hacking / Re: Smash Wii U Research and Development Thread on: August 21, 2015, 07:03:26 AM
Cool. Cafiine hasn't been released officially yet, but that's currently necessary for loading any custom files at all. I've started documenting some stuff on the OpenSA wiki, mainly related to music and sound banks so far. I'm learning about model formats now, since I really wanna test some vertex translations. Of course Shadow would be neat, but a few friends are suggesting to try and vertex hack Ryu into Goku. I can easily change the Hadouken voice clips to Kamehameha, and I understand texture replacements.
47  Super Smash Bros. 4 Hacking / Smash 4 (Wii U) Hacking / Re: Smash Wii U Research and Development Thread on: August 18, 2015, 03:37:38 PM
I'm hoping some of you guys have a Wii U on firmware 5.3.2, as well as at least one Smash update downloaded.
48  Super Smash Bros. 4 Hacking / Smash 4 (Wii U) Hacking / Re: Smash Wii U Research and Development Thread on: August 14, 2015, 06:25:35 PM

Also, Soneek, I was wondering if you would be able to test a change I made to Ryu recently. If you aren't to patch to the most recent update, I also have a change I made to Ganondorf from the very first patch (I believe) that I'd like to see if it was edited properly

I'm not able to test any Wii U stuff at the moment. The webkit exploit stopped working on my current console, and I'm waiting for a 2nd console to come in (my eBay seller hasn't shipped in almost 10 days so I'm sorting that out). I'm working on a loading solution for the 3DS version, so I'll update here once I'm able to easily load files other than music there.
49  Super Smash Bros. 4 Hacking / Smash 4 (Wii U) Hacking / Re: Smash Wii U Research and Development Thread on: August 07, 2015, 04:16:37 PM
One thing to note, most characters will have different models for 4 player matches and 8 player matches by default. I'm researching with Dantarion to see if we can add more music slots, and hopefully costume slots too.
50  Super Smash Bros. 4 Hacking / Smash 4 (Wii U) Hacking / Re: Smash Wii U Research and Development Thread on: August 06, 2015, 08:30:38 PM
There's really only the Wii U Hacking and Homebrew Discussion on GBATemp.

One thing I do wanna do with the animcmd files is to try and load non-existent sound IDs. I have a feeling we shoud be able to add IDSP entries to NUS3 archives. I have my IDSP builder finished, and my source will be on Github later for anyone that wants to implement the process. It's easier than the process of building a BRSTM from scratch.
51  Super Smash Bros. 4 Hacking / Smash 4 (Wii U) Hacking / Re: Smash Wii U Research and Development Thread on: August 06, 2015, 07:38:58 PM
Speaking of moveset editing, thanks to SammiHusky, it's possible, but I just need testing.

https://www.dropbox.com/s/179zukguna9f9pi/body.zip?dl=0

The character in this test is Captain Falcon. The only edit I made was making the third part of his jab do 10 damage, rather than 5.

If anyone is able to test this for me, please provide results.

I have to wait for my 2nd console to come in the mail before I test, since my current one stopped loading webkit code for some reason.
52  Super Smash Bros. 4 Hacking / Smash 4 (Wii U) Hacking / Smash Wii U Research and Development Thread (Testing possible! Coders needed!) on: August 02, 2015, 12:24:36 PM
So, as some of know, I've been successful in loading custom content in Smash U. Dantarion and I are the only people that have been working on the game. If you have any specific questions that aren't in the FAQ, post them here, and I'll answer it if it's impossible for you to find out on your own.

FAQ
Q1: How are you able to load custom files?
A1: There is a program called Cafiine written by Chadderz that can load custom files through a network connection. I'm looking into adding SD card loading support, since Smash seems to be the only game that actually mounts it (for pictures), and because loading through the network takes ages depending on what you're loading. The entire game compressed is under 12 GB, so a 16 GB SD card will be useful in the future. You also need a kernel exploit for your Wii U, which is currently closed source and private. I'm on the testing team for the exploits, and I'm not allowed to hand it off to others right now. Please be patient. I can test hacks for you in the meantime.

Q2: How are you getting around Smash's dt00 and dt01 archives?
A2: I'm using the game's patch engine to do this. I am editing the resource(us_en) file in a Smash update's patch folder to have the correct file sizes, and also flags to load files outside of those "packed" archives. I am also appending the patchlist file with any custom files I'm inserting.

The music was the easy part, and the format has been downloadable on Brawl Custom Music for most of this year (same format in both 3DS and Wii U music). I will write a BRSTM to Smash NUS3Bank converter for less porting of songs, since that's exactly what I implemented into BCM. Important music notes are below:

Audio notes for Smash U
The music and SFX format for Smash U/3DS is Namco's IDSP variant of Nintendo's DSP ADPCM codec. These IDSP files are all stored in NUS3Bank archives. The music archives contain only 1 IDSP file, but the SFX, Announcer, Palutena's Guidance, and Starfox conversations have multiple IDSP streams contained in one archive. I'm working on a script in Python to inject these NUS3Banks, but I would be more than happy to give specs to someone that wants to work on a GUI for this.

The song IDs are mostly retained from Brawl, so they've been adding onto it. The only huge difference is that Snake's sound ID (S) is now Megaman's.

My Music tables are editable, and there are slots for menus as well. I was able to add a 2nd song to the Results Display Screen table, so I currently have it swapping between the default song, and the new SSB Credits remix with equal probability. The only problem is that it doesn't show up in the My Music display menu, but it takes effect. The music tables are also editable for Master Hand/Master Core in Classic mode. If you delete those table entries, it'll select a normal Final Destination song, and play it without changing music, even when changing from Master Hand all the way to Master Fortress.

Song titles are editable, as well as source games, and sound test descriptions for EVERY song. We don't have to worry about shared source games like we do with Brawl. I would need help creating a GUI for this.

I can edit textures
I did a model swap, placing Chrom's model from Robin's final smash over a Marth slot. It sort of worked, and there's a lot to fix.

One big thing I need to learn about is the model format, and I'm reading RandomTBush's maxscript for importing Smash U models into 3dsmax. I want to start off small, and test vertex hacks. If anyone wants to help out with this, we can work on a vertex injector.

12/13/2015 Notes:
My personal current to-do list, and help is welcomed:

BRSTM to NUS3Bank script
Finish offline NUS3Bank inserter/appender
Add extra SFX clips to voice/SFX NUS3Banks, then load through animcmd/sound.bin files
Add and display song titles, source game, and descriptions for additional song slots (involves sound/config/bgm_property.mpb, ui/message/sound.msbt, and param/ui/ui_sound_db.bin)
Finish patch resource modifier to load any custom file with proper flags
GUI for managing music files, My Music settings, and song titles, etc.
Update Smash Custom Music website to generate sound.msbt file based off template lists

To be done by someone:

Convert models to editable format, modify, then reinsert (use RTB's maxscript as a reference)
Finish subroutine hash table for PSA related stuff (use dantarion's site and Sammi Husky's tool as current reference)
Figure out stage collision data
Animations (.omo files)
GUI for texture editing (for now needs texconv2.exe, but hoping to move to non-SDK tools)

Documentation at OpenSA Wiki

I have a lot of clarifying to do on stuff, since I've mainly been writing scripts with no looking back, just to make sure I can get things working. If anyone has any specific questions, let me know and I'll answer as well as I can.
53  Super Smash Bros. 4 Hacking / Discussion / Re: Smash 4 Music Hacked - Wii U now in progress! on: August 02, 2015, 12:53:05 AM
You're all welcome. Tongue
54  Super Smash Bros. Brawl Hacking / Model Imports / Re: iwantgames Projects: Hyrule Warriors Link Pack Released on: March 27, 2015, 12:35:14 PM
SonicBrawler showed interest in finishing up/re-doing a voice pack. Maybe later tonight into this weekend, depending on school, etc. It'll most likely be done post-release, but hopefully we'll have packs made for Zelda, Sheik, and Ganondorf soon now that I released the voice clips. Your project here motivated me to finish the SFX extraction, so thanks for your work!
55  Super Smash Bros. Brawl Hacking / Model Imports / Re: iwantgames Projects: Hyrule Warriors Link Pack Released on: March 26, 2015, 09:31:31 PM
I had put it on hold for a couple months, but I finally figured it out. I have the voice clips for the characters, and I'll upload them shortly. I'll look into making a quick voice pack myself for Link, in case you wanna bundle it with your costume pack later.

Incomplete sawnd file

I'm still deciding on which voice clips to use, and I have more sorting to do for cutscene related voices. The normal voice files are all here.
56  Super Smash Bros. Brawl Hacking / Model Imports / Re: iwantgames Projects: Hyrule Warriors Link Pack on: March 21, 2015, 12:41:25 PM
Awesome! I'm looking forward to the HW Link pack. I'm still working on figuring out the audio format for Link's voices, since they're separate from all the other Hyrule Warriors voice clips for some reason.
57  Super Smash Bros. Brawl Hacking / Music & SFX / Re: What song would you use? on: January 11, 2014, 01:50:52 PM
I actually have something for that specific stage.

Rainy Perfect Chaos Song Suggestions

I personally prefer the Perfect Chaos part 2 theme from Generations for it.

58  Super Smash Bros. Brawl Hacking / Programming / Re: The BrawlEx Clone Engine on: January 01, 2014, 03:17:59 PM
I see that there are a lot of missing Ex modules right now. Is there a way for us to help complete and add the missing ones? It seems to be the only thing preventing me from adding a new slot for Captain Falcon.
59  Super Smash Bros. Brawl Hacking / General Hacking Discussion / Re: Brawl Custom Music Riivo music server - Brawl, MKWii, PKMN Battle Revolution on: December 05, 2013, 08:34:31 PM
I'll be updating the templates next weekend. If the game you want supported is in my list of editable games, please get me a clean copy of the game's brsar. If possible, also identify what each song is in a format like this.

Code:
BRSTM Name - Actual Song Name
i.e.
MUS_TOSM_B001 - Full Force!
MUS_TOSM_B002 - Like a Glint of Light
MUS_TOSM_B004 - Won the Battle
MUS_TOSM_B005 - Nobody Knows
MUS_TOSM_B006 - Beat One's Way
MUS_TOSM_B007 - With Courage
MUS_TOSM_B008 - The Wilderness of Sadness
MUS_TOSM_B009 - Antinomy
MUS_TOSM_B010 - Person Who Conceives Frenzy
MUS_TOSM_B011 - I'll Go
MUS_TOSM_B012 - Keen-Edged Blade (ToS - Unused)
MUS_TOSM_B015 - Beat the Angel (ToS - Unused)
MUS_TOSM_B016 - The More That I Try
MUS_TOSM_C001 - Lloyd
MUS_TOSM_C002 - Colette
MUS_TOSM_C003 - Colette - It Is Sad
MUS_TOSM_C004 - Genis
MUS_TOSM_C005 - Raine
MUS_TOSM_C006 - Raine - Relical Mode!

I've also added support for Project M specific songs. You can build a general Brawl template, and then build a Project M template for those specific stages, i.e. Dracula's Castle for P:M on one list, Luigi's Mansion on the normal list.
60  Super Smash Bros. Brawl Hacking / Programming / Re: [Official] Brawlbox Development: Taking my leave. on: November 29, 2013, 10:42:19 AM
You've done more than enough for the Wii modding community. Good luck with whatever you do moving forward.
Pages:  1 2 3 [4] 5 6 7 ... 33