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1  Super Smash Bros. Brawl Hacking / Programming / VILE's Thread ~MOVED TO LST FORUMS~ on: July 06, 2011, 06:56:55 AM
http://lsteam.proboards.com/index.cgi?board=program&action=display&thread=65
2  Super Smash Bros. Brawl Hacking / General Hacking Discussion / Should I start making hacks again? on: June 25, 2011, 06:31:52 AM
I don't know if I should. I have been thinking about it.
3  Super Smash Bros. Brawl Hacking / General Hacking Discussion / MOT Research Thread on: June 24, 2011, 07:39:52 PM
I have been asked to post my notes on the .MOT (MOTion archives) and the animation files inside of them.

MOT
Header:
0x00(4) - 00 00 00 00 constant
0x04(4) - Relocation Table Entry Count
0x08(4) - Relocation Table Start (relative to 0x00)
0x0C(4) - File Length

Relocation Table:
0x00(4) - Offset to data (relative to 0x00)

Animation
TvC Animation Format

Header:
0x00(4) - Entry Count
0x04(4) - unk (usually 00 00 00 10)
0x08(4) - unk float
0x0C(4) - unk float
0x10(4) - unk (usually 00 00 00 40)
0x14(2) - FF FF constant

Frame Data Entry:
0x00(2) - unk (usually 02 02)
0x02(2) - unk (bone id?)
0x04(2) - unk (frame id?)
0x06(2) - Float Count
0x08(4) - unk float
0x0C(4) - unk (usually 00 00 00 00)
0x10(4) - Offset to 32bit float values
0x14(4) - Offset to 64bit float values
0x18(Cool - unk (usually padding of 00)

Notes: The first entry is a bit different.
4  Super Smash Bros. Brawl Hacking / General Hacking Discussion / BRSAR Notes - *Pretty Much Complete* on: May 17, 2011, 03:03:57 AM
Took me a few hours, knock yourselves out.

BRSAR (Raw Sound ARchive)

BRSAR Header:
0x00(4) - RSAR ASCII
0x04(10)- A bunch of UNK values, lol
0x0E(2) - File count within archive
0x10(?) - BRSAR Relocation Group

BRSAR Relocation Group:
0x00(4) - Offset to file start (relative to start if BRSAR Header)
0x04(4) - Length of file
This goes on for as long as the File Count


SYMB (SYM Bank?)

SYMB Header:
0x00(4) - SYMB ASCII
0x04(4) - File Length
0x08(4) - Offset to String Relocation Group (relative to 0x08 of SYMB Header)
0x0C(4) - Mask Offset (relative to 0x08 of SYMB Header)
0x10(4) - Mask Offset (relative to 0x08 of SYMB Header)
0x14(4) - Mask Offset (relative to 0x08 of SYMB Header)
0x18(4) - Mask Offset (relative to 0x08 of SYMB Header)

String Relocation Group:
0x00(4) - Entry count

String Relocation Group: Entries:
0x00(4) - Offset to String (relative to 0x08 of SYMB Header)

Mask:
0x00(4) - UNK
0x04(4) - Entry Count

Mask Entry
0x00(14)- UNK


INFO (INFO)

INFO Header:
0x00(4) - INFO ASCII
0x04(4) - File Length
0x08(8) - 01 then offset to Sound Header
0x10(8) - 01 then offset to Banks Relocation Group (relative to 0x08 in INFO Header)
0x18(8) - 01 then offset to Types Relocation Group (relative to 0x08 in INFO Header)
0x20(8) - 01 then offset to Collections Relocation Group (relative to 0x08 in INFO Header)
0x28(8) - 01 then offset to Group Relocation Group (relative to 0x08 in INFO Header)
0x30(8) - 01 then offset to UNK Header (relative to 0x08 in INFO Header)
0x38(?) - INFO Relocation Group 1

Sound Header:
0x00(4) - String ID
0x04(4) - Group ID
0x08(4) - 00 00 00 00 constant
0x0C(8) - 01 then offset to Sound UNK 1 (relative to 0x08 in INFO Header)
0x14(1) - Flag 1
0x15(1) - Flag 2
0x16(1) - Flag 3
0x17(1) - Flag 4
0x18(8) - 01 (then 03 ??) then offset to Sound UNK 2 (relative to0x08 in INFO Header)
0x20(4) - UNK
0x24(4) - UNK
0x28(4) - UNK

Sound UNK 1:
0x00(4) - UNK
0x04(4) - UNK
0x08(4) - UNK

Sound UNK 2:
0x00(4) - Group Index
0x04(4) - UNK
0x08(4) - UNK
0x0C(4) - UNK

Banks Relocation Group:
0x00(4) - Entry count

Banks Relocation Group Entries:
0x00(1) - 01
0x01(7) - Offset to Bank Data (relative to 0x08 in INFO Header)

Bank Data:
0x00(4) - String ID
0x04(4) - Collection ID

Types Relocation Group:
0x00(4) - Entry count

Types Relocation Group Entries:
0x00(1) - 01
0x01(7) - Offset to Types Data (relative to 0x08 in INFO Header)

Types Data:
0x00(4) - UNK (Some sort of ID)
0x04(1) - UNK
0x05(11)- UNK

Collections Relocation Group:
0x00(4) - Entry count

Collections Relocation Group Entries:
0x00(1) - 01
0x01(7) - Offset to Collections Header (relative to 0x08 in INFO Header)

Collections Header:
0x00(4) - Length
0x04(4) - UNK
0x08(4) - FF FF FF FF constant
0x0C(8) - 00 00 00 00  00 00 00 00 constant
0x14(4) - Offset to Collections UNK Relocation Group

Collections UNK Relocation Group:
0x00(4) - Entry Count

Collections UNK Relocation Group Entry:
0x00(1) - 01
0x01(7) - Offset to Collections UNK

Collections UNK:
0x00(4) - UNK
0x04(4) - UNK

Group Relocation Group:
0x00(4) - Entry count

Group Relocation Group Entries:
0x00(1) - 01
0x01(7) - Offset to Group Data (relative to 0x08 in INFO Header)

Group Data:
0x00(4) - ID
0x04(4) - FF FF FF FF constant
0x08(4) - UNK
0x0C(4) - UNK
0x10(4) - Offset to RWSD (relative to 0x00 in BRSAR Header)
0x14(4) - RWSD length
0x18(4) - Offset to Raw Data (relative to 0x00 in BRSAR Header)
0x1C(4) - Length of Raw Data
0x20(8) - 01 then offset to Group Data Relocation Group (relative to 0x08 in INFO Header)

Raw Data:
Raw data

Group Data Relocation Group:
0x00(4) - Entry count

Group Data Relocation Group Entry:
0x00(1) - UNK (usually 01)
0x01(7) - Offset to Sound Group Header (relative to 0x08 in INFO Header)

Sound Group Header:
0x00(4) - Group ID
0x10(4) - 00 00 00 00 / Offset to RWSD (relative to RWSD offset)
0x14(4) - RWSD length
0x18(4) - 00 00 00 00 / Offset to Sound Data (relative to Sound Data offset)
0x1C(4) - Length of Sound Data

UNK Header:
0x00(16)- A bynch of 16bit UNK values


FILE (FILE)

FILE Header:
0x00(4) - FILE ASCII
0x04(4) - Length


RWSD (RaW SounD)

RWSD Header:
0x00(4) - RWSD ASCII
0x04(10)- A bunch of UNK values, lol
0x0E(2) - File count within archive
0x10(?) - RWSD Relocation Group

RWSD Relocation Group:
0x00(4) - Offset to file start (relative to start if RWSD Header)
0x04(4) - Length of file
This goes on for as long as the File Count


DATA (DATA)

DATA Header:
0x00(4) - DATA ASCII
0x04(4) - Offset to WAVE (relativetostart of DATA Header)
0x08(?) - Additional Sound Header Offset Relocation Group

Additional Sound Header Relocation Group:
0x00(4) - Entry count

Additional Sound Header Relocation Group Entry:
0x00(1) - 01
0x01(7) - Offset to Additional Sound Header Offset (relative to 0x08 from DATA Header)

Additional Sound Header Offset Entry:
0x00(1) - 01
0x01(7) - Offset to Additional Sound Header (relative to 0x08 from DATA Header)

Additional Sound Header:
0x00(4) - UNK float
0x04(4) - UNK float
0x08(2) - UNK
0x0A(2) - UNK
0x0C(4) - UNK
0x10(4) - UNK
0x14(4) - UNK
0x18(4) - UNK
0x1C(4) - UNK
0x20(4) - Additional Sound Header UNK 1 Relocation Group

Additional Sound Header UNK 1 Relocation Group:
0x00(4) - Entry count

Additional Sound Header UNK 1 Relocation Group Entry:
0x00(1) - 01
0x01(7) - Offset to Additional Sound Header UNK 2 Relocation Group Offset (relative to 0x08 in DATA Header)

Additional Sound Header UNK 2 Relocation Group:
0x00(4) - Entry count

Additional Sound Header UNK 2 Relocation Group Entry:
0x00(1) - 01
0x01(7) - Offset to Additional Sound Header UNK 2 (relative to 0x08 in DATA Header)

Additional Sound Header UNK 2:
0x00(4) - UNK
0x04(4) - UNK
0x08(4) - UNK
0x0C(4) - UNK
0x10(?) - Additional Sound Header UNK 3 Relocation Group

Additional Sound Header UNK 3 Relocation Group:
0x00(4) - Entry Count

Additional Sound Header UNK 3 Relocation Group Entry:
0x00(1) - 01
0x01(7) - Offset to Additional Sound Header UNK 3 (relative to 0x08 in DATA Header)

Additional Sound Header UNK 3:
0x00(4) - Index
0x04(4) - 7F 7F 7F 7F constant
0x08(4) - UNK
0x0C(4) - UNK float
0x10(4) - UNK float
0x14(4) - UNK
0x18(4) - UNK
0x1C(4) - UNK
0x20(4) - UNK
0x24(4) - UNK
0x28(4) - UNK
0x2C(4) - UNK


WAVE (WAVE)

WAVE Header:
0x00(4) - WAVE ASCII
0x04(4) - Length
0x08(?) - WAVE Header Relocation Group

WAVE Header Relocation Group:
0x00(4) - Entry count

WAVE Header Relocation Group Entries:
0x00(4) - Offset to WAVE Header (relative to 0x00 in WAVE Header)

WAVE Header:
0x00(1) - Encoding
0x01(2) - Is Looped (boolean, 0 = true, 1 = false)
0x03(3) - Frequency
0x06(4) - UNK
0x0A(2) - Flags
0x0C(4) - Samples
0x10(4) - UNK
0x14(4) - Offset to raw sound (relative to base raw sound)
0x18(4) - UNK
0x1C(4) - UNK
0x20(4) - UNK
0x24(4) - UNK
0x28(1) - UNK
0x29(4) - UNK
0x2D(4) - UNK
0x31(4) - UNK
0x35(4) - UNK
0x39(7) - UNK
0x3C(32)- UNK
0x5C(2) - Gain
0x5E(2) - PS
0x60(2) - YN1
0x62(2) - YN2
0x64(2) - LPS
0x66(3) - LYN1
0x69(3) - LYN2
5  Super Smash Bros. Brawl Hacking / Programming / VILE's Vertex Box ~ *VERSION 0.2 OUT NOW* ~Read OP For Changelist~ on: April 25, 2011, 10:15:36 PM
Features:

Current Features:
- Import all vertex groups in 1 go
- Support for all characters


Next Release Features:

Complete:
- Import all vertex groups in 1 go
- Support for all characters


In Progress:
- Auto patcher (This may take some time people, but I haven't forgotten)
- All vertex formats supported (Yes, item and stage vertex editing)


Not Done:
- Normal group import
- UV group import


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Readme:
Quote from: Readme
VILE's Vertex Box

1. Convert any MDL0 you want with AiS.
2. Save as "original.obj" in the same directory as VVBox.
3. Edit original.obj however you please and save as "new.obj" in the same directory.
4. Put the MDL0 file you converted with AiS in with the OBJ files and VVBox and name it "original.mdl0"
5. Run VVBox.
6. Your vertex hack will be named "new.mdl0" (you may have to convert this file and repeat the process to patch it).


Change List:
V0.2 - Support for all characters and no removal of objects (polygons) necessary.

V0.1 - OBJ to MDL0 vertex conversion for some characters.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

DOWNLOAD
6  Help & Tutorials / Help / Another one of my super secret "test my file" threads :P on: March 01, 2011, 03:54:02 AM
Need someone to test a file.
7  Super Smash Bros. Brawl Hacking / Character Vertexes and Textures / VILE's Vertex Stuff *New Poll* on: February 15, 2011, 07:00:11 PM
Need some requests.
8  Super Smash Bros. Brawl Hacking / Attacks and Animations / VILE's Animation Stuff on: February 14, 2011, 11:14:24 PM
I was playing around with the BrawlBox and made a few quick animations for Little Mac so that he could be tested in game.

Download

That file has his model, texture and the animations I made (ignore the wait and turn, that was his originally).

Also, the animation named "BASE" was a quick run test I made to try to make him work in game with his AAA combo.

I'm working on getting some .gif's of the animations up.
9  Help & Tutorials / Help / Who can import a vertex hack quickly! on: October 20, 2010, 07:14:27 PM
Whoever can import vertex hacks quickly pm or post here, i need you to import a snake vertex hack for the update today.

I will credit you.
10  Super Smash Bros. Brawl Hacking / General Hacking Discussion / Sound Effects, now go away. on: February 06, 2010, 09:22:24 PM
http://www.smashboards.com/showthread.php?t=264305
11  Help & Tutorials / Help / Someone who has access to a wii. on: February 03, 2010, 01:40:12 AM
I need someone to take pics of this result screen (or even check if it works first).

Name it "STGRESULT.pac" and put it where all your other stages are.

http://www.mediafire.com/?zny2zvznnmt
12  Super Smash Bros. Brawl Hacking / General Hacking Discussion / Anyone with the dual layer SSBB iso? on: December 18, 2009, 10:52:35 PM
If so, could someone be my tester for something? (USB loader will be needed)
13  Super Smash Bros. Brawl Hacking / General Hacking Discussion / Duplicate files? on: November 20, 2009, 06:25:08 PM
I was thinking, most of those files wouldn't have just been left there for no reason, maybe they are used somehow. Like with the ef_*** files, i heard someone say a while ago one of ikes graphics could be used globally, so maybe, those ef files are all loaded during a match?

I could be wrong, but i just had a little theory.
14  Help & Tutorials / Help / I need someone to upload something. on: October 26, 2009, 12:01:01 AM
Someone upload tabuu boss pac for me please.
15  Super Smash Bros. Brawl Hacking / General Hacking Discussion / The Megaman Project on: September 25, 2009, 05:21:49 PM
http://www.smashboards.com/showthread.php?t=250090
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