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)
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.
Are there any command line tools available that can use the same lz77 compression algorithm as Brawlbox? I'd prefer it to be Linux compatible, but I could try to make things work if it's Windows only.
Hello. I've updated Brawl Custom Music to be a Riifs server for Brawl, and some other Wii games. Just a warning, the song loading make take a few seconds since it's all through the internet. Also, note that right now you will only be able to replace music, nothing else.
If you already have Riivolution installed on your Wii, or on your SD card for the HBC, you can replace your current Brawl XML with the one on BCM. (Keep your old XML somewhere safe)
I will upgrade my servers depending on the need. Warning, the server may crash today while I'm out if it gets overloaded. I'll have a status image up later to show whether the Riifs server is up or not. Also, if there are any games on this list of BRSTM games that you'd like supported, get in touch with me since I'll need help to determine file names, identifying songs, etc.
Currently supported games: Super Smash Bros. Brawl Mario Kart Wii Mario Power Tennis (Wii) Pokemon Battle Revolution Tales of Symphonia: Dawn of the New World
Next games planned for support: Fire Emblem: Radiant Dawn Kirby's Return to Dreamland
You are able to create your own song templates on the site, and they will be available for anyone connecting to the Riifs server instantly. (Must restart Wii for changes to appear) For building your own song templates on BCM, you can add a song to your lists from the individual song pages. You must also be logged in on the site. For Brawl songs, you will need to click the "Add to Brawl List" button on each song page you'd like to add to your template. For everything else, there will be a dropdown menu above the download button. After you've specified your song, an "Add to template" button will appear.
I won't have time to record anything pretty soon since school starts next week, but I'm posting here to see if anyone would be interested in helping out with a project to make "in-game" music previews.
I pretty much take music uploaded to Brawl Custom Music, and insert it into a gameplay video that has music disabled. I'm doing a standard of 5 minute timed matches, and the song will play and fade out in sync with the video. I've also started something like that for victory themes.
There are some preview pages on BCM with gameplay videos, and you can play any suggested song on the page to see how it sounds on that stage. (Battle Music Suggestions)
I'd like to know if anyone would be interested in getting involved with recording their own gameplay videos for use with this. I'll also accept videos of custom stages, and add sections for that to BCM. I can upload videos for you guys to use in your BrawlVault music previews if requested. Don't worry about it if someone already recorded something for a certain stage. The more previews we have, the better. It gets a little boring using the same fights for each song preview.
Either reply to this thread, PM me, email me or whatever if you're interested. Thanks for taking a look at this.
I'll update the OP later after I finish importing Infernape. This will be the PSA for Infernape over Fox.
Current contributers Soneek - Project Manager, Model importer, PSA, Animations
xZedkiel - Textures + Recolors
Royal_Blade - Moveset ideas, PSA, Animations
SonicBrawler - Animations
Jaklub - SFX Pack
KingJigglypuff - PSA
Moveset by Royal_Blade
Attack11 - Scratch: Infernape swipes forward with its right hand.
Attack12 - Scratch: Infernape swipes forward with its left hand.
Attack100 - Close Combat: Infernape jabs forward with its right fist, swipe downwards with its left hand, axe-kick with its left leg, then a spin-kick with its right leg. Loop. (I'll make an animation if you don't understand. It'll look pretty cool.)
Forward Tilt - Blaze Kick: Infernape performs a spin-kick with its right leg with its foot is engulfed with flames. Can be angled up and down.
Down Tilt - Low Sweep: Infernape spins low to the ground with its leg stretched out. Good chance of tripping.
Side Smash - Mach Punch: Infernape pulls its right arm back and then punches forward with great force. Mediocre start-up lag and ending lag. good damage and knocback. 10%-16%.
Up Smash - Infernape kick upwards at a 60 degree angle. Quick execution, decent damage, good vertical knockback. 7%-13%.
Neutral Aerial - Flame Wheel: Infernape curls up and spins in circles while engulfed in flames. Looks like Wolf's N-Air and functions like Lucas' but with fire.
Down Aerial - Infernape puts its hand together and swings them downward. Basically Diddy's D-Air. Both Animation and Function.
Forward Throw - Submission: Infernape twirls into the air and then slams the character into the ground. Basically like Kirby's F-Throw.
Down Throw - Fury Swipes: Infernape throws the character to the floor and then furiously slashes at them with its claws/hands.
Standard Special Move - Fire Spin: Infernape releases a stream of swirling flame at mid-range that constantly damages anyone caught inside. If the B button is tapped repeatedly, Infernape will continue to release flame. The stream deals 1% at the beginning and middle of the loop with no hitstun.
Up Special Move - Flare Blitz: Infernape engulfs itself in flames and then charges in a direction. If Infernape hits a character, it deals 12% with good knockback. However, Infernape also takes 4% recoil damage and the move ends. Also, if Infernape makes contact with a wall/floor/ceiling, it will still take recoil damage. Infernape will be put into a helpless state after the move is executed or makes contact.
Down Special Move - Dig:
On the ground: Infernape will short-hop into the air and then dive into the ground and start digging.
In the Air: Infernape dives down with its arms stretched out. If Infernape hits the floor during this animation, it will start to dig. It can be cancelled if you just want to increase your falling momentum. While Infernape is falling anyone who touches Infernape will take 2% damage with low knockback and hitstun.
While Digging: Infernape will only stay underground for a maximum of 5 seconds, which he would then come out to the surface. (Which will decrease if used to often. Like Wings of Icarus.) While underground, Infernape is safe from a majority of attacks. Infernape can: - Move in the ground left and right. - Press "B" to come out from the ground and perform and uppercut; which deals 10% if hit by Infernape's arm or 5% (total) if hit by the surrounding stones. The uppercut has good vertical knockback. The stones have low knockback and hitstun. Once the uppercut is used, Infernape will appear above ground. - Pressing "Shield" will make Infernape come out underground.
Notes while using Dig: - Infernape's digging speed is fast. However, since you cannot see where Infernape is while underground, it's hard to control and predict. - Infernape CAN still be hit while underground. Moves that can reach through the ground will hit Infernape. - Infernape moves in a linear fashion from where he started. Reaching Higher or Lower ground can help others prevented from being hit. - If used on a fall-through platform, Infernape will dig through and come out on the other side. (I want to see if this is possible.)
Final Smash - Blaze: Infernape goes into berserk mode for 30 seconds, where all of his fire attacks are powered up. It'll be similar to Giga Bowser, especially since he will be be invulnerable to attacks during this time.
I'll update the OP later, but this thread is mainly for model imports, though I'll take requests for vertex/texture hacks as well. I can make CSPs of any fighter in any pose of their animation in high def through 3ds Max.
Just let me know which character you want a CSP+BP for, and which pose you want them in. Either tell me which move/movement you want them to do, or send me a picture of the pose telling me which animation it is. I'll add CSPs of my personal imports soon.
Working on PS All-Stars over the next couple days. They're not hard to loop, just tedious since the intros and main pieces of almost every song are in separate files. Working on stage themes, but all victory themes are up.