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1  Help & Tutorials / A/A Tutorials / Adding New Action Overrides and Exits on: January 21, 2014, 06:08:22 AM
I'm not masking that this was discovered and written by Magus and Yeroc. You need Tabuu, PSA, and a Hex Editor.

1) In PSA create a new subroutine with a fake subroutine command in it (any command will do though, you won't be linking to this subroutine anywhere) with X +1 params (params all pointer type except the last leave as value), where X is the new number of overrides/exits. 00070500 would be if you want 4 overrides/exits, with 4 pointer params and then 1 value. Put whatever value you want for each of the pointers, but make sure they're not just 00000000. What will become action override/exit pointers will now properly get updated as pointers to mem addresses when the pac is loaded. This gets these addresses in the file added to the pac's pointer list, which is a list of offsets the game should add the ram address of the start of the pac onto it, turning a pointer like 1F674 into something usable by the game. Note the address of the params (can be seen in the pop up window while editing the command).

2) Create a new subroutine with the commands you want to use in the new override/exit. Note the address of the routine. Save.

3) Open Tabuu and go to "StatusAnimCmdDisguiseList" for override or "StatusAnimCmdExitDisguiseList" for exit. Copy the "DataOffset".

4) In a hex editor go to the DataOffset found above in Tabuu, and then search for that same offset (add zeros before it so like 25080->00025080 and search for that). It should come up shortly underneath there. Edit this pointer to be the address of the parameters from the fake command. This pointer not found in Tabuu is what matters in game for loading the override/exit list. Note: Pretty sure you can add them if they don't already have any overrides/exits, but locating where to change it from 00000000 to the new list might be difficult.

5) Right click the list in Tabuu and view the (header). Go to the offset labeled "FileOffset" in Tabuu on the list, then search just below it to locate the contents of the header. Change the pointer (which is the same as the "hidden" pointer you also just changed above) to also direct to the fake command's parameters address. This makes them show up properly in Tabuu, and I would think matters somehow in game (appears to work fine without doing this though).

6) Go back to the "DataOffset", and go down 0x80 to get to the old override/exit list and pointers. Copy them along with the FFFFFFFF 00000000 at the end of the list, and then go to the address of the fake command's parameters and again go down 0x80 from there to find them. You should see 00000002 xxxxxxxx as many times as you made pointer parameters in the fake command ending with 00000000 xxxxxxxx which was the value parameter. Paste the old override/exit list over it. Copy/paste the FFFFFFFF 00000000 over 8 bytes to the right, and then put the new action ID over the first FFFFFFFF and the address of the subroutine with the new action override/exit coding directly to the right of it. You'll have the old override/exit list, followed by the new override/exit entry and the address for its coding, and then ending with FFFFFFFF 00000000 to terminate the list.

7) Now that you've copied the the override/exit locations to the new list, you need to update the pointer table to see that list. Do a search for (the location of the first override/exit + 0x04) to find that override's entry in the pointer table. Do a search for the pointers you created in step 1 (again, address + 0x04) to make sure they are also there. They should be close to where you were already but farther down. They will probably be the last ones in the list or close to it. Those can stay where they are, but make sure that they point to your new overrides (the 000XXXXX part, not the 000000XX part!!!).

Eight) Remove the old override/exit pointer entries from the list. REMEMBER HOW MANY THERE WERE, because you will need to add back that many entries in the table. The table must be in order so that each successive entry is a pointer at a later location in memory. Using the new addresses of your override/exit table (should be right before the pointers you just added) find where that address should go in the table, and insert them. Remember to add 0x04 again.


Edit: The pointers for overrides and exits are always right next to each other (overrides pointer 1st, exits pointer 2nd), so if they have one but not the other that you want to add to you can locate where to change it from 00000000 to the newly created list offset by going to the type that does exist. If they have neither overrides or exits and they have param___ft nodes look up the one with the lowest DataOffset's pointer location, and look shortly before it for an 00000001 with 00000000 00000000 (empty override and exit pointers) located 0x20 before the 00000001.
2  Help & Tutorials / Model Tutorials / Reimporting and Optimizing models with the new Brawlbox on: December 26, 2013, 12:51:39 PM
What you need

Just the new Brawlbox (Brawlbox 0.71)here:
http://forums.kc-mm.com/Gallery/BrawlView.php?Number=35494

So yeah the new Brawlbox has a working tristripper. This means that there will no longer be any redundant facepoint additions and inflated file size and lag. There's another important feature that I don't want overlooked that will also reduce lag and file size. You see weights in most of our character rigs are way too specific which causes the node count and file size to go way up. Believe it or not, too many nodes can cause just as much lag as too many facpoints. Now there's another feature that makes tristripping stages easier, but let's cover characters first.

Let's take my Solidus model.



As you can see, despite the fact that the model has less than 20,000 facepoints in Max, it has 35,238 facepoints, which is way too much for a character.

Now if you have a .dae before you imported the character, import that using the new Brawlbox. If not, export using the newest Brawlbox and reimport using the new BB. Here's a pic of the settings I recommend.



Lemme explain why one by one.

- We want to force floats on all the 3 top options so that Metal Material maker does not Malfunction, as with previous versions.

- We need to make sure all objects have color nodes, even if the model doesn't depend on them. These settings make sure the color node doesn't affect the model in any way.

- The Material settings are open to interpretation. This depends on you. Keep the Remap Materials on true to avoid redundant Materials.

- Now leave the first 4 settings be if you're importing a character. The last one is weight precision. You see, Brawl rigs tend to not be that specific and never be anything more specific than the nearest 0.05. If we leave this any more specific, we end up with unecesarrily specific weights that waste space and up the node count, too many of which can lag the game. This value makes them optimal without sacrificing the rig. While you can go higher and further lower the node count, this can make the deformations and bending of the rig look bad.

- Now for the Tristripper option; leave them as is for good results. Modifying the cache size may slightly lower the final facepoint count, but it's not a guarantee. 30 is fine generally, though 52 is also recommended.



Note that the facepoint and node count are much lower than before without compromising the model's geometry or anything.

Now we can restore the Materials and Shaders using the new Brawlbox(This part takes much longer than advertised) or whatever method you have. If you're reimporting a model that was encoded and completed in a previous Brawlbox revision, you can export and replace the Shaders/Materials with the new Brawlbox.

For stages, there's a more efficient method.
Let's use my VR stage.

We can simply go to the mdl0 directly and open up the Object section. Then CTRL + P or Right Click > Optimize to bring this up.


Then press OK. Repeat for all the objects. Keep in mind that the facepoint count doesn't update until you save and close.


This optimizer doesn't affect node count. Stages don't really have a lot of node counts so they aren't really an issue.

If you have any further questions regarding this, ask here.
3  Super Smash Bros. Brawl Hacking / General Hacking Discussion / Time to examine articles! One step at a time List under construction on: November 19, 2013, 12:00:23 PM
Sooo yeah. I made this thread to collaborate with whoever is interested gather more information on articles. Such as what makes them respond to floating points, what do their action flags do, adding articles, and more.

I'm sick of having to work around our currently very limited knowledge and resorting to hijacking common3 items. That's so unpolished and will eventually lead to conflicts if we do it too much.

This will not be easy and will take time, so no crying until the end.

I'm going to be using Tabuu and a Hex editor to do my stuff. So why don't we start by seeing how Articles' action flags affect the article?

You can see the article's action flags in Tabuu, and as you should know, they need to be converted into binary for proper editing.

For example, Luigi's fireball has Action Flags that are 25000000 which converts to

0010 0101 0000 0000 0000 0000 0000 0000
Articles and the characters that have them

/Giga Bowser
- Fire Breath/OpensaID = 0/Call ID = 0


- Blue Falcon Entry/OpensaID = ?/Call ID = ?
- Blue Falcon (Final Smash)/OpensaID = ?/Call ID = 0
- ??Dummied out??/OpensaID = ?/Call ID = ?

 
- Flamethrower/OpensaID = ?/Call ID = 0
- Rock Smash/OpensaID = ?/Call ID = 1

 
- Popgun/OpensaID = 0/Call ID = 0
- Peanut/OpensaID = 2/Call ID = 1
- Rocketbarrels(When knocked off)/OpensaID = 1/Call ID =2
- Explosion (end of Rocketbarrel Barrage) /OpensaID = 3/Call ID = 3
- Entry Barrel/OpensaID = ?/Call ID = 4

 
- Bongos/OpensaID = ?/Call ID = 0
- Sound Wave/OpensaID = ?/Call ID = 1
- Entry Barrel/OpensaID = ?/Call ID = 2


- Entry Arwing/OpensaID = ?/Call ID = ?
- Blaster/OpensaID = ?/Call ID = 0
- Laser/OpensaID = ?/Call ID = 1
- Phantasm/OpensaID = ?/Call ID = 2
- Landmaster/OpensaID = ?/Call ID = 3
- Landmaster Shot/OpensaID = ?/Call ID = ?


- Entry Arwing/OpensaID = ?/Call ID = ?
- Blaster/OpensaID = ?/Call ID = 0
- Laser/OpensaID = ?/Call ID = 1
- Phantasm/OpensaID = ?/Call ID = 2
- Landmaster/OpensaID = ?/Call ID = 3
- Landmaster Shot/OpensaID = ?/Call ID = ?

 
- Beast Ganon/OpensaID = ?/Call ID = 0
- Sword/OpensaID = ?/Call ID = 1
- ???????/OpensaID = ?/Call ID = 2


Note: Seems to include A LOT of stuff. I think that the object depends on what value Basic Variable 69 has.
- Pump/OpensaID = ?/Call ID = 0
- Manhole/OpensaID = ?/Call ID = 1
- Torch/OpensaID = ?/Call ID = 2
- Fish Bowl/OpensaID = ?/Call ID = 3
- Trumpet/OpensaID = ?/Call ID = 4
- Turtle/OpensaID = ?/Call ID = 5
- Turtle, Trumpet, etc./OpensaID = ?/Call ID = 6


- Blizzard/OpensaID = ?/Call ID = 0
- Icicle/OpensaID = ?/Call ID = 1
- Iceberg (Final Smash)/OpensaID = ?/Call ID = 2
- Belay Rope/OpensaID = ?/Call ID = 3


- Aether Sword/OpensaID = 0/Call ID = 0


- Boomerang/OpensaID = 0/Call ID = 2
- Bow/OpensaID = 1/Call ID = 1
- Arrow/OpensaID = 2/Call ID = 0
- Clawshot base? /OpensaID = 3/Call ID = ?
- Clawshot chain? /OpensaID = 4/Call ID = ?
- Clawshot claw? /OpensaID = 5/Call ID = ?
- Fairy/OpensaID = 6/Call ID = 5

 
- Aura Sphere/OpensaID = 0/Call ID = 0
- Force Palm/OpensaID = 1/Call ID = 1

 
- Saturn Teacup(Entry) /OpensaID = 0/Call ID = ?
- PK Freeze/OpensaID = 1/Call ID = 0
- PK Fire/OpensaID = ?/Call ID = 1
- PK Thunder /OpensaID = ?/Call ID = 2
- ????? /OpensaID = ?/Call ID = ?
- PK Starstorm /OpensaID = ?/Call ID = 3
- Snake(Grabs) /OpensaID = ?/Call ID = 4

 
- Fireball/OpensaID = 0/Call ID = 0
- Negative Zone/OpensaID = 1/Call ID = 1


- Cape/OpensaID = 0/Call ID = 0
- Fireball/OpensaID = 1/Call ID = 1
- FLUDD/OpensaID = 2/Call ID = 2
- Water Blob(Child Article of FLUDD) /OpensaID = 3/Call ID = 3
- Mario Finale /OpensaID = 4/Call ID = 4
- Entry Pipe? /OpensaID = 5/Call ID = 5

 
- Cape/OpensaID = 0/Call ID = 0

 
- PK Flash/OpensaID = 0/Call ID = 0
- PK Fire/OpensaID = 1/Call ID = 1
- PK Thunder/OpensaID = 2/Call ID = 2
- PK Starstrom /OpensaID = 4/Call ID = 3
- Yoyo String /OpensaID = 6/Call ID = 4
- Yoyo /OpensaID = 3/Call ID = 5

 
- Pikmin/OpensaID = 0/Call ID = 0
- Rocket*/OpensaID = 1/Call ID = 1
- ????/OpensaID = 2/Call ID = 2

 
- Parasol/OpensaID = 0/Call ID = 0
- Toad/OpensaID = 1/Call ID = 1
- Spore Shot(Child of Toad)/OpensaID = 2/Call ID = 0
- ?????/OpensaID = 3/Call ID = ?

 
- Thunder Jolt(NB)/OpensaID = 0/Call ID = 0
- Thunder (Down B)/OpensaID = 1/Call ID = 1
- Volt Tackle*/OpensaID = 2/Call ID = 2

 
- Bow/OpensaID = 0/Call ID = 0
- Light Arrows/OpensaID = 1/Call ID = 1
- Centurions*/OpensaID = 2/Call ID = 2
- Palutena Afterimage*/OpensaID = 2/Call ID = 2

 
- ????Gyro Stand?????/OpensaID = 0/Call ID = 0
- Laser Shot/OpensaID = 1/Call ID = 1
- Gyro/OpensaID = 2/Call ID = 2
- Diffusion Beam(FS)*/OpensaID = 2/Call ID = 2

 
- Power Shot/OpensaID = 0/Call ID = 0
- Bombs? /OpensaID = ?/Call ID = 1
- Missles? /OpensaID = ?/Call ID = 2
- ???? /OpensaID = ?/Call ID = ?
- ???? /OpensaID = ?/Call ID = ?
- ???? /OpensaID = ?/Call ID = ?
- ???? /OpensaID = ?/Call ID = ?

 
- Paralyzer Laser /OpensaID = 1/Call ID = 0
- Plasma Whip /OpensaID = 0/Call ID = 1
- ????* /OpensaID = 2/Call ID = ?
- ??Suit Parts?? /OpensaID = 3/Call ID = ?

 
- ???? /OpensaID = ?/Call ID = ?
- ???? /OpensaID = ?/Call ID = ?
- ???? /OpensaID = ?/Call ID = ?
- ???? /OpensaID = ?/Call ID = ?
- ???? /OpensaID = ?/Call ID = ?
- ???? /OpensaID = ?/Call ID = ?
- ???? /OpensaID = ?/Call ID = ?
- ???? /OpensaID = ?/Call ID = ?

 
- Land Mine/OpensaID = 0/Call ID = 0
- Mortar /OpensaID = 1/Call ID = 1
- Mortar Missle(Child To Mortar?)/ OpensaID = 2/Call ID = 0?
- RPG(Rocket Launcher (FSmash) /OpensaID = 3/Call ID = 2
- Cypher /OpensaID = 4/Call ID = 3
- C4 /OpensaID = 5/Call ID = 4
- C4 Detonator /OpensaID = 6/Call ID = 5
- Nikita Launcher /OpensaID = 7/Call ID = 6
- Nikita Missle /OpensaID = 8/Call ID = 7
- Grenade Launcher* /OpensaID = 9/Call ID = A
- Grenade Launcher shot* /OpensaID = D/Call ID = B
- Grenade Pin /OpensaID = E/Call ID = D
- Related to Grenade Launcher*? /OpensaID = A/Call ID = ?
- Aiming reticle* /OpensaID = B/Call ID = ?


Note: Almost All Final Smash related articles will crash the game outside of FS mode.
* WILL Crash the game or malfunction when out of FS mode or needed requirements.
Source: http://opensa.dantarion.com/wiki/Articles
4  Help & Tutorials / A/A Tutorials / Animating in Maya with Control Rigs, Baking, and Exporting into Brawlbox on: November 09, 2013, 12:28:12 AM
First off, I have to credit jiang and Haloedhero for developing this method, I'm generally just porting it into actual text form. Credit to Vaanrose for showing everyone how to get Brawl models into Maya intact too.

This Tutorial will still be expanded intermittently.

What you need
Maya 2014(Get the student version or whatever)
Brawlbox 0.68(Exporting the model only)
Brawlbox 0.69(For Animations)
Autodesk FBX Converter 2010.2(To convert the model)
Perseverance

Maya is a very powerful animation program with a high learning curve, but it's worth learning because it's tools and hotkeys mean better animations at much better efficiency. There will be a transitional phrase, but there's something very... magical about using these tools for the first time after using Brawlbox's animation assets.

First section needs to cover the right way to get the model into Brawlbox with the bones intact.
Second section covers the Control Rig tools and a few hotkeys.
Third Section We Bake the animation and learn a fast way of cleaning up keyframes in Maya
Fourth Section covers Exporting

Getting the model into Maya


So we basically follow Vaanrose's instructions on getting the model in to Maya from Brawlbox using Brawlbox 0.68....

For those that don't know what I'm talking about, I'll paraphrase.

Just pick the character(it could be any character, even a custom one like Simon Belmont) in Brawlbox 0.68d:

highlight the mdl0 and right click. Then select export and make sure you choose Collada Scene (.dae). Don't forget the textures

Then you open the converter and just like with Vaan's tutorial, under "Source Files", click "Add..." and load the .DAE file; also make sure you have the destination format as "FBX201000 (Autodesk)"

Then open the resulting .FBX file into Maya using Import.


There now we have a model ready to animate(I have textures off in this scene).


Using Control Rigs and Hotkeys
First some Hotkeys for thought:

4 = Wireframe Mode
5 = Shaded mode
6 = Shaded + Textured Mode
Q = Select Tool
W = Move Tool
E = Rotate Tool
R = Scale Tool
Shift + W = Set Translation keyframe
Shift + E = Set Rotation keyframe
Shift + R = Set Scale keyframe
I  = Insert Key(Graph Editor)
S = Animate > Set Key(Use Wisely)
Z = Undo
Ctrl + Y = Redo

Learn these and love these like I am currently. There's a lot more so be careful what you type. :p

Edit: More here: http://www.keyxl.com/aaab24a/249/Autodesk-Maya-keyboard-shortcuts.htm

Anyway using a Control Rig has so many advantages that I can't really put into words, but it makes previously tedious things like making a character crouch,kneel, etc. a snap. So let's set one up.
First you need to open the Human IK Panel. Which should bring up a menu like this:

Now we need to define the skeleton for the Control Rig to use(Don't worry this won't delete your rig if you do this right).
So Click define Skeleton and you'll see something like this:

Now we have to fill these in to use the control rig and tell which bone to use for which limb; just highlight the section and it'll tell you what limb it needs.
Let's start with the legs. So click the limb labeled LeftUpLeg:

Then Select LLegJ in your viewport either by clicking it in the viewport or using the Outliner, which is located in Window > Outliner.

Then Right Click the LeftUpLeg Limb in the skeleton and select Assign Selected Bone. It'll turn Green. Do this for the rest of the Limbs using your best judgement and these guidelines.
LeftUpLeg  = LLegJ
LeftLeg      = LkneeJ
LeftFoot     = LFootJ
Reference  = TopN
Hips           = HipN
Spine         = WaistN/BodyN
LeftArm      = LShoulderJ
LeftForearm=LarmJ
LeftHand    = LHandN

Some are obvious and others aren't. Also note that there are arrows in there that let you zoom in to places where you have more to fill in like:

Neck             = NeckN
Spine1          = BustN
LeftShoulder = LShoulderN

and so on...

Do this for all the important areas and you'll eventually get a Green Circle letting you know it's ready for application.


Now, click on source and select Control Rig! You'll notice your character's skeleton has taken on a different appearance. Don't be worried the bones are still there, but you now have the control rig tools to use in animation now.


Now the red circles are areas that you can now move and rotate the body part and more. It's rather tricky to describe, but it's very handy since the Control Rig also applies bone pinning.


Just a derpy looking example.

So yeah you can use these to animate the body AND set keyframes for these things, but before you animate we have to do a few things. We need to go to Window < Settings/Preferences < Preferences for a bit.
Now in the categories section select settings. We need to change the frame rate from Film(24fps) to NTSC field (60 fps). We can also change joint size by going into the Kinematics tab. Also on the Animation Category, we should set the Interlopation settings like so:

Lastly we need to go to the Time Slider category and make sure the animation will play back at 60 fps(which will be real time). Finally we can save and get with Animating.

You can control the frame total by modifying the numbers circled in the previous pic.

There are more controls with the Control Rig that you can modify to do different things. For example, the Gray Pin when checked, will highlight red and turn off all pinning. Try out different things for different results when moving/rotating.

Just try out animating for yourself and experiment. Keep in mind that a Red line will appear in the time slider when the selected thing has a keyframe.

Baking and The Graph Editor

For the Sake of pacing, let's assume you've finished your animation and are ready to put into Brawlbox. There's some requisite we have to fufill first. First off, we need to bake the animation to the Brawl bones.
The best way to do it is to first Bake the HipN bone by itself. Select HipN via the Outliner and then click Channel Box/Layer Editor on the right side of the screen to show what we need. Then Drag Click to Select all the Tranlsate/Rotation.

Next we need to go to Edit > Keys > Bake Simulator.

OK. Now on the time range, be sure to select Start/End and edit the numbers so that your entire animation is sampled. Now for the Smart Bake options....

For the HipN bone, it's advised that this be precise so make sure the Fidelity Keys Tolerance are set to 1.0000 and the other settings are like in my picture and then hit Bake.



It'll go through your animation and keyframe the HipN bone for you.



Next we want to do the other bones.... which we can do simultaneously. What we need to do is select all the bones EXCEPT for HipN. and we can do that by selecting TopN and right click drag to Select Hiearchy. Then we deselect the HipN bone in the Outliner by Holding Ctrl + Left clicking the HipN bone.



Now select ONLY ROTATION CHANNELS in the right section and return to the bake simulator. Now we need to change the Fidelity Keys Tolerance to something more than 1. While we can do 1, that'll keyframe way too much stuff. So Bake with the tolerance value between 5.00000 and 15.0000. Whichever you think works for you.

Check your animation by playing it after baking. If it looks to inaccurate from what it was before, then you may have to try a lower number.

Don't freak too much if you see Red Lines everywhere. This means we need to do some cleanup with the Graph Editor.

Now we open the Graph Editor by going to Window > Animation Editor > Graph Editor.
This visualizes our keyframes and interlopation. What we need to do is check for which bones have unecessary keyframes. More often than not, they tend to be baked bones that aren't moved or rotated in the animation. Here's an example.

See how flat the line is? That's a not moving Axis waste of keyframes. So we need to select all of those and Click Delete/Backspace to remove them. Rinse and repeat for all "flat lining" bones. Don't be shy about using the outliner to select the bones. This will take a little while to do at first, but you'll get used to it and do it faster. You can also use this Graph editor to cleverly save on keyframe space on bones that are used as well, but I won't cover that in this first draft.

Afterwards, you should have much less Red lines/Keyframes and have the animation look generally the same.

See doesn't this look much more sane?

Exporting the Animation the proper way for Brawlbox

One Final thing to do before the export: We must select ALL the bones, put the time Slider on the first frame, and then select the Translation Channels:

Then Right Click + Hold and hit Key Selected. This ensures that all translations will be in tact on the first frame. We can finally start exporting. Go To File > Export Selection's Little Settings box and change them like so. For the final time, make sure that the Start and End numbers match your animation length.

Now export it as an .anim file.

Time to import this thing into Brawlbox 0.69. However due to an odd bug, we can't do it when the Model viewer is open, so we need to open the motion file itself and import it that way. Be sure to Right Click > Import > Model Animation. DO NOT REPLACE with this Brawlbox version. Then save and check your animation with a different Brawlbox revision.


I'm aware of how lenghty this is. This is as abridged as I could make it.

Any questions and concerns should go here.
5  Help & Tutorials / General Tutorials / The 1 player Mode File Modding Informational and Refence Library - Event Matches on: August 28, 2013, 11:22:32 PM
Just placing this here for reference. Will bring back info on other 1 player modes when I acquire more info on them.                                                         EVENT MATCHES
You need Tabuu to edit this file. It's MiscData[6] in common2.pac.

sq_event_data.dat = MiscData[6] in common2.pac.

It is ill advised to alter the file size.

Sc_sel_event.pac controls the text and such of the event match menu.


Red = Player 1 data
Blue = Player 2 data
Yellow = Player 3 data
Green = Player 4 data
Brown = Character ID
Purple = Scaling
Teal = Stage ID
Magenta = Stock Count
Royal Blue = Status
Dark Orange = Starting Damage(All Difficulties)
Pink = Team Flag
White = Color ID
Dark Red = Offense Ratio
Cyan = Defense Ratio
Gold = Game Mode
Dark Olive Green = Game Speed
Sandy Brown = Camera Shake control
Dark Green = Time Limit
Light Green = Timer Visibility?(Timer invisible when at 40000000)
Indigo = Global Offense and Defense Ratio???
Light Yellow = Item Frequency
Rose = CPU Level (All Difficulties)

00 = Normal
01 = Metal(Portrait Dark)
02 = Invisible(No Portrait)
03 = Freezes the game.


Rule Format
00 = Time?
01 = Stock Match
02 = Coins


So as of now, we can change characters, music, and scale them.
And now stock count, control status, offense and defense ratios among the characters, and stages.


In a different format:

Code:

Header Size - 0x50

0x08 = Match Type(Value is at 2 for Coin event match)
0x0C = Time Limit
0x10 = Timer Visibility?
0x1B = Item Frequency
0x1F = Stage ID
0x38 = Game Speed
0x3C = Camera Shaking control
0x46 = Music ID
0x49 = Global Offense Ratio(Leave area as FFFFFFFF for normal ratios)
0x4B = Global Defense Ratio(Leave area as FFFFFFFF for normal ratios)

PlayerData Size = 0x38
---------------------------------
0x00  = byte CharacterID
0x01  = byte Status (Normal,Metal,Invisible,BEEP?)
0x04  = float Size(Scaling)
0x08  = Team Flag
0x0C  = CPU level(Easy)
0x0F  = Offense Ratio(Easy)
0x11  = Defense Ratio(Easy)
0x14  = Stock count(Easy)
0x18  = Starting Damage(Easy)
0x1A  = CPU Level(Normal)
0x1D  = Offense Ratio(Normal)
0x1F  = Defense Ratio(Normal)
0x22  = Stock count(Normal)
0x26  = Starting Damage(Normal)
0x28  = CPU Level(Hard)
0x2B  = Offense Ratio(Hard)
0x2D  = Defense Ratio(Hard)
0x30  = Stock count(Hard)
0x34  = Starting Damage(Hard)



For the sake of reference for whoever wants to try their hand at this, here are the Character IDs and Music Lists.

Music List(Don't use nameless and unused songs!)
26F9 Menu 1
26FA Menu 1
26FB Menu 2
26FC Battlefield
26FD Final Destination
26FF Online Practice Stage
2700 Results Display Screen
2701 Tournament Registration
2702 Tournament Grid
2703 Tournament Match End
2705 Classic: Results Screen
2706 ENDING
2707 All-Star Rest Area
2708 Home-Run Contest
2709 Cruel Brawl
270A Boss Battle
270B Trophy Gallery
270C Sticker Album / Album / Chronicle
270D Coin Launcher
270F Stage Builder
2711 BattleField Ver. 2
2712 Target Smash!!
2713 Credits
2714 Ground Theme (Super Mario Bros.)
2715 Underground Theme (Super Mario Bros.)
2716 Underwater Theme (Super Mario Bros.)
2717 Underground Theme (Super Mario Land)
2718 Airship Theme (Super Mario Bros. 3)
2719 Castle / Boss Fortress (Super Mario World / SMB 3)
271A Title / Ending (Super Mario World)
271B Main Theme (New Super Mario Bros.)
271C Luigi's Mansion Theme
271D Gritzy Desert
271E MLRPG02 (Unused)
271F MORINOKINOKO (Unused)
2720 Delfino Plaza
2721 Ricco Harbor
2722 Main Theme (Super Mario 64)
2723 Ground Theme 2 (Super Mario Bros.)
2724 Mario Bros.
2725 Mario Circuit
2726 Luigi Circuit
2727 Waluigi Pinball
2728 Rainbow Road
2729 Jungle Level Ver.2
272A The Map Page / Bonus Level
272B Opening (Donkey Kong)
272C Donkey Kong
272D King K.Rool / Ship Deck 2
272E Bramble Blast
272F Battle for Storm Hill
2730 Jungle Level
2731 25m BGM
2732 DK Jungle 1 Theme (Barrel Blast)
2733 Title (The Legend of Zelda)
2734 Main Theme (The Legend of Zelda)
2735 Great Temple / Temple
2736 The Dark World
2737 Hidden Mountain & Forest
2738 KAZENOSAKANA (Unused)
2739 Tal Tal Heights
273A Hyrule Field Theme
273B Ocarina of Time Medley
273C Song of Storms
273D Molgera Battle
273E Village of the Blue Maiden
273F Gerudo Valley
2740 Termina Field
2741 Dragon Roost Island
2742 The Great Sea
2743 Main Theme (Twilight Princess)
2744 The Hidden Village
2745 Midna's Lament
2746 Main Theme (Metroid)
2747 Norfair
2748 Ending (Metroid)
2749 Vs. Ridley
274A Theme of Samus Aran, Space Warrior
274B Sector 1
274C Opening / Menu (Metroid Prime)
274D Vs. Parasite Queen
274E Vs. Meta Ridley
274F Multiplayer (Metroid Prime 2)
2750 Ending (Yoshi's Story)
2751 Obstacle Course
2752 Yoshi's Island
2753 [censored]IE (Unused)
2754 Flower Field
2755 Wildlands
2756 ATHLETIC2 (Unused)
2757 The Legendary Air Ride Machine
2758 King Dedede's Theme
2759 Boss Theme Medley
275A Butter Building
275B Gourmet Race
275C Meta Knight's Revenge
275D Vs. Marx
275E 0 Battle
275F Forest / Nature Area
2760 Checker Knights
2761 Frozen Hillside
2762 Squeak Squad Theme
2763 Main Theme (Star Fox)
2764 Corneria
2765 Main Theme (Star Fox 64)
2766 Area 6
2767 Star Wolf
2768 COMMAND (Unused)
2769 Space Battleground
276A Break Through the Ice
276B Star Wolf (Star Fox: Assault)
276C Space Armada
276D Area 6 Ver. 2
276E Pokémon Main Theme
276F Pokémon Center
2770 Road to Viridian City (From Pallet Town / Pewter City)
2771 Pokémon Gym / Evolution
2772 Wild Pokémon Battle! (Ruby / Sapphire)
2773 Victory Road
2774 Wild Pokémon Battle! (Diamond / Pearl)
2775 Dialga / Palkia Battle at Spear Pillar!
2776 Team Galactic Battle!
2777 Route 209
2778 Mute City
2779 White Land
277A Fire Field
277B Car Select
277C Dream Chaser
277D Devil's Call in Your Heart
277E Climb Up! And Get The Last Chance!
277F Brain Cleaner
2780 Shotgun Kiss
2781 Planet Colors
2783 Fire Emblem Theme
2784 Shadow Dragon Medley
2785 With Mila's Divine Protection (Celica Map 1)
2787 Preparing to Advance
2788 Winning Road - Roy's Hope
2789 Attack
278A Against the Dark Knight
278B Crimean Army Sortie
278C Power-Hungry Fool
278D Victory Is Near
278E Ike's Theme
278F Snowman
2790 SENTOUONIISAN (Unused)
2791 EIGHTMELODIES (Unused)
2792 SMILEANDTEARS (Unused)
2793 Humoresque of a Little Dog
2794 BECAUSE (Unused)
2795 Porky's Theme
2796 Mother 3 Love Theme
2797 Unfounded Revenge / Smashing Song of Praise
2798 You Call This a Utopia?!
2799 World Map (Pikmin 2)
279A Forest of Hope
279B Environmental Noises
279C Ai no Uta
279D Tane no Uta
279E Main Theme (Pikmin)
279F Stage Clear / Title (Pikmin)
27A0 Ai no Uta (French Version)
27A1 WarioWare, Inc.
27A2 WarioWare, Inc. Medley
27A3 Mona Pizza's Song (Japanese Version)
27A4 Mona Pizza's Song (English Version)
27A5 Mike's Song (Japanese Version)
27A6 Mike's Song (English Version)
27A7 Ashley's Song (Japanese Version)
27A8 Ashley's Song (English Version)
27B3 Title (Animal Crossing)
27B4 Go K.K. Rider!
27B5 2:00 a.m.
27B6 RADIOTAISO (Unused)
27B7 The Roost
27B8 Town Hall and Tom Nook's Store
27B9 K.K. Crusin'
27BA K.K. Western
27BB K.K. Gumbo
27BC Rockin' K.K.
27BD DJ K.K.
27BE K.K. Condor
27BF Underworld
27C0 Title (Kid Icarus)
27C1 Skyworld
27C2 Kid Icarus Original Medley
27C3 Famicom Medley
27C4 Gyromite
27C5 SPORTSMEDLEY (Unused)
27C6 Chill (Dr. Mario)
27C7 Clu Clu Land
27C8 Balloon Trip
27C9 Ice Climber
27CA Shin Onigashima
27CB Title (3D Hot Rally)
27CC Tetris: Type A
27CD Tetris: Type B
27CE Tunnel Scene (X)
27CF Power-Up Music
27D0 Douchuumen (Nazo no Murasamejo)
27D1 WILDTRACKS (Unused)
27D2 PictoChat
27D3 ELECTRO
27D4 Flat Zone 2
27D5 Mario Tennis / Mario Golf
27D6 Lip's Theme (Panel de Pon)
27D7 Marionation Gear
27D8 Title (Big Brain Academy)
27D9 Golden Forest (1080Snowboarding)
27DA Mii Channel
27DB Wii Shop Channel
27DC Battle Scene / Final Boss (Golden Sun)
27DD Shaberu! DS Cooking Navi
27DE Excite Truck
27DF Brain Age: Train Your Brain in Minutes a Day
27E0 Opening Theme (Wii Sports)
27E1 Charge! (Wii Play)
27E2 MAINTHEME (Unused)
27E3 Encounter
27E4 Theme of Tara
27E5 Yell "Dead Cell"
27E6 Snake Eater (Instrumental)
27E7 MGS4 Theme of Love Smash Bros. Brawl Version
27E8 Cavern
27E9 Battle in the Base
27EA BEATMANIA (Unused)
27EB Theme of Solid Snake
27EC Calling to the Night
27ED Credits (Super Smash Bros.)
27EE Menu (Super Smash Bros. Melee)
27EF Opening (Super Smash Bros. Melee)
27F0 HOWTOPLAY (Unused)
27F1 DXTERMINAL (Unused)
27F2 Green Hill Zone
27F3 Scrap Brain Zone
27F4 Emerald Hill Zone
27F5 Angel Island Zone
27F6 UCANDO
27F7 Sonic Boom
27F8 Super Sonic Racing
27F9 Open Your Heart
27FA Live & Learn
27FB Sonic Heroes
27FC Right There, Ride On
27FD HIS WORLD (Instrumental)
27FE Seven Rings In Hand
27FF Princess Peach's Castle (Melee)
2800 Rainbow Cruise (Melee)
2801 Jungle Japes (Melee)
2802 Brinstar Depths (Melee)
2803 Yoshi's Island (Melee)
2804 Fountain of Dreams (Melee)
2805 Green Greens (Melee)
2806 Corneria (Melee)
2807 Pokémon Stadium (Melee)
2808 Poké Floats (Melee)
2809 Big Blue (Melee)
280A Mother (Melee)
280B Icicle Mountain (Melee)
280C Flat Zone (Melee)
280D Super Mario Bros. 3 (Melee)
280E Battle Theme (Melee)
280F Fire Emblem (Melee)
2810 Mach Rider (Melee)
2811 Mother 2 (Melee)
2812 Dr. Mario (Melee)
2813 Battlefield (Melee)
2815 Multi-Man Melee 1 (Melee)
2816 Temple (Melee)
2817 Final Destination (Melee)
2818 Kong Jungle (Melee)
2819 Brinstar (Melee)
281A Venom (Melee)
281B Mute City (Melee)
281C Menu (Melee)
281D Giga Bowser (Melee)
281F Adventure Map
2820 Step: The Plain
2821 Step: The Cave
2822 Step: Subspace
2823 Boss Battle Song 1
2824 SSE Results (Nameless)
2825 Boss Battle Song 2
2826 Save Point
2827 SSE DK Jungle (Nameless)
2828 SSE Luigi Mansion (Nameless)
2829 Halberd Interior (Nameless)
282A SSE Data Select (Nameless)
282B SSE Brinstar (Nameless)
282C Step: Subspace Ver.2
282D Step: Subspace Ver.3
282E Halberd Moving (Nameless)

Character IDs for dat file
00 Mario
01 Donkey Kong
02 Link
03 Samus
04 Zero Suit Samus
05 Yoshi
06 Kirby
07 Fox
08 Pikachu
09 Luigi
0A Captain Falcon
0B Ness
0C Bowser
0D Peach
0E Zelda
0F Sheik
10 Ice Climbers
11 Popo
12 Nana
13 Marth
14 Mr. Game & Watch
15 Falco
16 Ganondorf
17 Wario
18 Metaknight
19 Pit
1A Pikmin & Olimar
1B Lucas
1C Diddy Kong
?? Charizard
?? Charizard (Trainer Independant)
?? Venasaur
?? Venasaur (Trainer Independant)
?? Squirtle
?? Squirtle (Trainer Independant)
23 Dedede
24 Lucario
25 Ike
26 Robot
27 Jigglypuff
28 Toon Link
29 Wolf
2A Snake
2B Sonic
3E None/Choose your Character
64 Pokemon Trainer

Note: Pokemon Trainer and his independent Pokes use different IDs.

3E has two meanings. Either none, or "Choose your Character".

eventStage1Tbl  = Two Trouble Kings
eventStage2Tbl  = Pink Ball Repulsion
eventStage4Tbl  = Cleaning House in Skyworld
eventStage5Tbl  = Become the Champion!
eventStage7Tbl  = Dragoon Strike
eventStage9tbl   = Super Bowser Bros.
eventStage10tbl = All-Star Battle Regulars
eventStage12Tbl = Diddy Kong Panic
eventStage13Tbl = Yoshi's Rainbow
eventStage14Tbl = Go! Triple Finish!
eventStage15Tbl = The Monster beneath the Earth
eventStage17Tbl = Sproutrage of the Flower Pikmin
eventStage19Tbl = Sleeping in the Eggs
eventStage20Tbl = All-Star Battle x 1
eventStage21Tbl = The Hammer of the King
eventStage22Tbl = Super Waterfall Climb
eventStage23Tbl = Landmaster Ignition
eventStage25Tbl = Dark Link Duel
eventStage26Tbl = Power Suit ON!
eventStage27Tbl = Wario Bros.
eventStage28Tbl = Visit to Onett
eventStage29Tbl = Molten Norfair
eventStage32Tbl = Come On, Blue Falcon
eventStage33Tbl = The Aura Is With Me
eventStage34Tbl = Monkeys Unite
eventStage35Tbl = The Slow and Easy Life
eventStage36Tbl = Three-Beast Carnage
eventStage37Tbl = Flower Blooms in the Echoes
eventStage38Tbl = All-Star Semifinal Regulars
eventStage39Tbl = The Ultimate Bodyguard
eventStage40Tbl = The Pirate Airship
eventStage42Tbl = All-Star Battle Melee
eventStage43Tbl = Bird in Darkest Night
eventStage44Tbl = Advent of the Evil King
eventStage45Tbl = Sonic Boom
eventStage46Tbl = High-Tech Special Forces
eventStage47Tbl = The Visitor to Flat Zone
eventStage48Tbl = The Wolf Hunts the Fox
eventStage49Tbl = All-Star Battle x 2
eventStage50Tbl = The Final Battle
eventStage51Tbl = The FINAL Final Battle


eventStage1Tbl_2p     = Two Trouble Kings
eventStage5Tbl_2p     = Master the Pokemon Tag Battle
eventStage8Tbl_2p     = Fastest, Shortest, Sudden Death
eventStage12Tbl_2p   = The DK Tag Calamity
eventStage13Tbl_2p   = The Yoshi Team of 50
eventStage22Tbl_2p   = Unwanted Suitors
eventStage25Tbl_2p   = Battle of the Dark Sides
eventStage27Tbl_2p   = All MINE!
eventStage28Tbl_2p   = Those Who Wait in Onett
eventStage30Tbl_2p   = The R.O.B.'s of Tomorrow
eventStage31Tbl_2p   = The Great Remodeling Battle
eventStage32Tbl_2p   = Come Back, Falcon Flyer!
eventStage36Tbl_2p   = The Dark Guardians
eventStage39Tbl_2p   = Blades of the Quick and Mighty
eventStage40Tbl_2p   = Four Swords Brawl
eventStage41Tbl_2p   = Jigglypuff's Great Comeback
eventStage45Tbl_2p   = Sonic & Mario
eventStage46Tbl_2p   = The New Weapon of Shadow Moses
eventStage48Tbl_2p   = Shadow of Andross
eventStage50Tbl_2p   = The Final Battle for Two
eventStage51Tbl_2p   = The True All-Star Battle



Seems objects in sora_melee.rel control the success and failure conditions for most event matches.

Post Merge: August 28, 2013, 11:23:16 PM
This is for future use.
6  Help & Tutorials / A/A Tutorials / Adding Extrernal Graphic Models To Characters' Effect.pac Files on: April 07, 2012, 07:15:51 AM
What you need

Brawlbox v0.65c
PSA 1.2
A Hex Editor
A model and Textures to import(Derp)
Fit(Insert Character Here).pac

Before you bother with this, answer these questions:

Does the character you are adding have anal memory limits like Samus?

If the answer is a yes, then don't try adding any External Graphic Effect models at all.  Im srs here

Are you competent in using hex editors? If not, then learn elsewhere before trying this.  -_-

Anyway, I'll demonstrate by putting a Cypher in Marth's effect file.

First, Open BB, get your model and put it in a nice .brres file, then get the textures. Be sure to make or nab an animation as well.

Then, put the textures in the TextureData of Fit(Insert character Here).pac. In my example, I'm gonna put the Cypher textures in FitMarth.pac as shown in the pic, palletes and all.



Then get your model's .brres file and import that, then change the File ID to the value after the highest value of the last .brres file in there. In my Example, I changed it to 3 because 2 was the previous value.
 


Now that that's outta the way, let's go to the EFLS file.

Note how many entries there are - we want to add more a certain way so the game will read from the new ModelData we made.



Now, export it, and open it in a hex editor.

You'll probably something like this

I labeled some key areas for you.

Cyan       = Total # of ExtGFX in file
Light Red = Total # of ExtGFX models(ModelData.Brres) in file

Since I'm only adding one effect, I'm adding 1 to both those numbers.


Now there's something else that must be done - adding the data to the EFLS file.

But before that can happen, we must understand how the format of the EFLS file works so look in this pic.



See the Purple? Those are the data entries for each GFX.
Offset 0x05 of each of the Purple lines also points to the offset of Each GFX name if it has one.
Offset 0x01 and 0x03 have the Brres ID that the GFX summons. FFFF means it doesn't use a .brres file to load up.

Since I'm adding one GFX,  I gotta add it's line to the bottom of the purple section but above the Yellow section. Use the .brres ID we put in before. In my example, I'm putting in 03.



Now the fun part - name your External GFX. Put in the name at the end of the file, but be sure that there is a byte of 00 in between names and at the end or else......

For the sake of Consistency, I'm naming it PtcMarthCypher.



Before we close this thing, we gotta redirect the offsets of the names of the purple section and our new data line above the yellow section to the new locations.
Since I added only one, I just have to add 10 to the existing ExtGfx offsets and locate our new offset for our new GFX like so.



Now we may save and put our new EFLS file back in.
When you got it right, it should look like this.



You may notice a null or 2 missing, but don't worry. Just save and close and reopen.



Now close it again since we are done here.

Open PSA and reference the new GFX in a move to test. Since we added a new ID, it should be an ID after the last ID of The external GFX. Here's a reference list of External GFX IDs that exist in VBrawl's characters.

Old Reference list of External GFX

Code:
File #1
01 MARIO_FB
02 MARIO_FB_SHOOT
03 MARIO_FB_BOUND
04 MARIO_S_MANT1 (Stars from cape)
05 MARIO_S_MANT2
06 MARIO_S_JUMP
07 MARIO_PUMP_SHOOT
08 MARIO_PUMP_HIT
09 MARIO_PUMP_FADE
0A MARIO_PUMP
0B MARIO_PUMP_MAX

File #2
01 DONKEY_HEADBAT
02 DONKEY_GIANTPUNCH
03 DONKEY_GIANTPUNCH_MAX
04 DONKEY_GIANTPUNCH_SMOKE
05 DONKEY_HANDSLAP
06 DONKEY_ENTRY

File #3
01 LINK_SWORD
02 LINK_ARROW
03 LINK_ARROW_MAX
04 LINK_BOOMERANG
05 LINK_BOOMERANG_T
06 LINK_KAITEN
07 LINK_KAITEN_S
08 LINK_KAITEN_AIR
09 LINK_KAITEN_AIR_S
0A LINK_BOOMERANG_W
0B LINK_BOOMERANG_H
0C LINK_BOOMERANG_WS
0E LINK_NAVY
0F LINK_ENTRY
10 LINK_BOMB_SPARK

File #4
01 SAMUS_JUMP_JET
02 SAMUS_ATK_BOMB
03 SAMUS_CSHOT_BULLET
04 SAMUS_CSHOT_HOLD
05 SAMUS_CSHOT_SHOT
06 SAMUS_CSHOT_MAX
07 SAMUS_MISSILE_STRAIGHT
08 SAMUS_MISSILE_HOMING
09 SAMUS_MISSILE_SHOT
0A SAMUS_SCREWATTACK
0B SAMUS_APPEAL_S
0C SAMUS_GBEAM


File #5
01 YOSHI_TAMAGO_KAKERA_A
02 YOSHI_TAMAGO_KAKERA_B
03 YOSHI_TAMAGO_KAKERA_C
04 YOSHI_GOROGOROTAMAGO
05 YOSHI_TAMAGONAGE
06 YOSHI_HIPDROP_STAR
07 YOSHI_TAMAGOUMI

File #6
01 KIRBY_ATK100
02 KIRBY_SUIKOMI
03 KIRBY_HAMMER
04 KIRBY_HANMMER_A
05 KIRBY_FCUT_A1
06 KIRBY_FCUT_B1
07 KIRBY_FCUT
08 KIRBY_STONE_S
09 KIRBY_STONE_E
0A KIRBY_FCUT_B2
0B KIRBY_FCUT_B3
0C KIRBY_FCUT_B4
0D KIRBY_STAR
0E KIRBY_FCUT_A2

File #7
01 FOX_ILLUSION_START
02 FOX_ILLUSION_M
03 FOX_ILLUSION_P
04 FOX_ILLUSION_END
05 FOX_REF_FLASH
06 FOX_REF_START
07 FOX_REF_LOOP
08 FOX_FIREFOX_START
09 FOX_FIREFOX
0A FOX_BLASTER_BULLET
0B FOX_BLASTER_SHOT
0C FOX_REF_REF
0D FOX_APPEAL_S

File #8
01 PIKACHU_ATK_S41
02 PIKACHU_ATK_S42
03 PIKACHU_DENGEKI
04 PIKACHU_DENGEKI_BOUND
05 PIKACHU_DENGEKI_LOOP
06 PIKACHU_KAMINARI_HIT
07 PIKACHU_KAMINARI_GR
08 PIKACHU_KAMINARI_START
09 PIKACHU_KAMINARI_END
0A PIKACHU_KAMINARI_CLOUD
0B PIKACHU_ZUTSUKI_HOLD
0C PIKACHU_ZUTSUKI_BOMB
0D PIKACHU_ZUTSUKI_SMOKE

File #9
01 LUIGI_FB
02 LUIGI_FB_SHOOT (Green fire)
03 LUIGI_FB_BOUND
04 LUIGI_ROCKET
05 LUIGI_CYCLONE

File #A
01 CAPTAIN_FP
02 CAPTAIN_FP_HOLD
03 CAPTAIN_FN_H_FIRE
04 CAPTAIN_FN
05 CAPTAIN_FN_AIR
06 CAPTAIN_FK_FLASH
07 CAPTAIN_FK
08 CAPTAIN_FP_FLASH
09 CAPTAIN_ENTRY
0A CAPTAIN_APPEAL_HI

File #B
01 NESS_PSI_ATK
02 NESS_PKT_BULLET
03 NESS_PKT_TAIL_A
04 NESS_PKT_TAIL_B
05 NESS_PKT_HOLD
06 NESS_PKT_ATTACK
07 NESS_PKFI_BULLET
08 NESS_PKFI_BOMB
09 NESS_PKFL_BULLET
0A NESS_PKFL_BULLET_ED
0B NESS_PKFL_BOMB
0C NESS_PSIMAGNET
0D NESS_ENTRY

File #C
01 KOOPA_BREATH
02 KOOPA_BREATH_M_FIRE
03 KOOPA_SHELL
04 KOOPA_DROP
05 KOOPA_WAIT_BREATH
06 KOOPA_GK_FREEZE
07 KOOPA_GK_SHIEN
08 KOOPA_GK_SMOKE
09 KOOPA_APPEAL_S
0A KOOPA_ENTRY
0B KOOPA_CHANGE_FLASH_A
0C KOOPA_CHANGE_FLASH_B
0D KOOPA_CHANGE_START_A
0E KOOPA_CHANGE_STRAT_B

File #D
01 PEACH_BOMBER
02 PEACH_KINOPIO_HIT
03 PEACH_KINOPIO_BULLET
04 PEACH_HIKKONUKI
05 PEACH_ENTRY
06 PEACH_ATTACK_HI3
07 PEACH_APPEAL_S

File #E
01 ZELDA_ATK_A
02 ZELDA_ATK_B
03 ZELDA_ATK_HI4_A
04 ZELDA_ATK_HI4_B
05 ZELDA_ATK_S4
06 ZELDA_FLOR_START
07 ZELDA_FLOR_END
08 ZELDA_NAYRU
09 ZELDA_NAYRU_FLASH
0A ZELDA_DIN_START
0B ZELDA_DIN_TAMA
0C ZELDA_DIN_BOMB
0D ZELDA_CHANGE_START
0E ZELDA_CHANGE_END
0F ZELDA_SHIKOMIBARI
10 ZELDA_FUSHIN_START
11 ZELDA_FUSHIN_END
12 ZELDA_ENTRY
13 ZELDA_CHANGE_FLASH_A
14 ZELDA_CHANGE_FLASH_B

File #?
01 POPO_ICESHOT_SMASH
02 POPO_ICESHOT_APPEAR
03 POPO_ICESHOT_COLD_A
04 POPO_ICESHOT_COLD_B
05 POPO_GOMJUMP
06 POPO_BLIZZERD_SHOOT
07 POPO_BLIZZERD_BULLET
08 POPO_THAMMER

File #?
01 MARTH_SWORD
02 MARTH_S_BREAKER
03 MARTH_COUNTER
04 MARTH_ENTRY

File #?
01 FALCO_VISION_START
02 FALCO_VISION_M
03 FALCO_VISION_P
04 FALCO_VISION_END
05 FALCO_REF_FLASH
06 FALCO_REF_START
07 FALCO_REF_LOOP
08 FALCO_FIREBIRD_START
09 FALCO_FIREBIRD
0A FALCO_BLASTER_BULLET
0B FALCO_BLASTER_SHOT
0C FALCO_REF_REF

File #15
01 GANON_MAJINKEN
02 GANON_MAJINKEN_HOLD
03 GANON_MAJINKEN_FLASH
04 GANON_REKKIKYAKU
05 GANON_ENGOKUA_FLASH
06 GANON_ENGOKUA_G
07 GANON_ENGOKUA_A
08 GANON_ENGOKUA
09 GANON_ENTRY
0A GANON_ENTRY_AURA
0B GANON_APPEAL_S

File #16
01 WARIO_PPE_S
02 WARIO_PPE_M
03 WARIO_PPE_L
04 WARIO_PPE_L_2
05 WARIO_PPE_FLY
06 WARIO_PPE_FLY_2
07 WARIO_KAMITSUKI_OPEN
08 WARIO_KAMITSUKI_BOMB
09 WARIO_KAMITSUKI_BITE
0A WARIO_CORKSCREW
0B WARIO_BIKE_SMOKE
0C WARIO_BIKE_BREAK
0D WARIO_KAMITSUKI_END
0E WARIO_BIKE_SMOKE_S
0F WARIO_02
10 WARIO_03
11 WARIO_04
12 WARIO_05
13 WARIO_06
14 WARIO_07
15 WARIO_CHANGE_FLASH_A
16 WARIO_CHANGE_FLASH_B

File #17
01 META_K_ATK100
02 META_K_ATKS3S1
03 META_K_ATKS3S2
04 META_K_ATKS3S3
05 META_K_ATKS4S
06 META_K_ATK_HI4
07 META_K_ATK_LW4
08 META_K_ATK_AIR_B
09 META_K_ATK_AIR_F
0A META_K_ATK_AIR_HI
0B META_K_ATK_AIR_LW
0C META_K_DOWN_ATK
0D META_K_SWORD
0E META_K_DOWN_ATK_D
0F META_K_CLIFF_ATK_Q
10 META_K_CLIFF_ATK_S
11 META_K_GLIDE_ATK
12 META_K_SLIP_ATK
13 META_K_THROW_B
14 META_TORNADO
15 META_DRILL
16 META_MANTLE_START
17 META_MANTLE_END
18 META_SHUTTLELOOP
19 META_DM_ATTACK
1A META_DM_ATTACK_AIR
1B META_DM_ATTACK_F
1C META_DM_ATTACK_B

File #18
01 PIT_SWORD
02 PIT_ATK_AIR_N
03 PIT_ATK_AIR_HI
04 PIT_ATK100
05 PIT_FEATHER
06 PIT_PA_HOLD_ARROW
07 PIT_PA_HOLD_BOW
08 PIT_PA_FLY_ARROW
09 PIT_PA_STICK_ARROW
0A PIT_IKAROS_GOKOU
0B PIT_IKAROS_FLARE
0C PIT_IKAROS_WING_FLARE
0D PIT_PA_FLY_ARROW_FLASH
0E PIT_ANGERING
0F PIT_KAGAMI
10 PIT_KAGAMI_REF
11 PIT_ANGERING_START
12 PIT_ANGERING_END
13 PIT_ENTRY

File #19
01 SZERO_ATK_LW4
02 SZERO_MUZZULE
03 SZERO_BULLET_S
04 SZERO_BULLET_L
05 SZERO_PL_HOLD
06 SZERO_PL_SHOT
07 SZERO_PL_HIT
08 SZERO_ATK_AIRN
09 SZERO_WHIP_A
0A SZERO_WHIP_B
0B SZERO_ATK_S4S
0C SZERO_PWHIP
0D SZERO_ENTRY_FLASH
0E SZERO_ENTRY_SMOKE
0F SZERO_ENTRY_END

File #?
01 PIKMIN_SEIRETSU
02 PIKMIN_HIKKONUKI
03 PIKMIN_ORDER
04 PIKMIN_DEAD_RED
05 PIKMIN_DEAD_BLUE
06 PIKMIN_DEAD_YELLOW
07 PIKMIN_DEAD_WHITE
08 PIKMIN_DEAD_PURPLE
09 PIKMIN_HIT_RED
0A PIKMIN_HIT_BLUE
0B PIKMIN_HIT_YELLOW
0C PIKMIN_HIT_WHITE
0D PIKMIN_HIT_PURPLE
0E PIKMIN_ANTENNA
0F PIKMIN_ANTENNA_01
10 PIKMIN_ANTENNA_02
11 PIKMIN_ANTENNA_03
12 PIKMIN_ANTENNA_04
13 PIKMIN_ANTENNA_05
14 PIKMIN_ANTENNA_06

File #?
01 LUCAS_HOLD
02 LUCAS_PSI_ATK
03 LUCAS_ATK_LW4
04 LUCAS_ATK_HI4
05 LUCAS_PKT_BULLET
06 LUCAS_PKT_TAIL_A
07 LUCAS_PKT_TAIL_B
08 LUCAS_PKT_HOLD
09 LUCAS_PKT_ATTACK
0A LUCAS_PKFI_BULLET
0B LUCAS_PKFI_BOMB
0C LUCAS_PKFR_BULLET
0D LUCAS_PKFR_BULLET_ED
0E LUCAS_PKFR_BOMB
0F LUCAS_PSIMAGNET

File #?
01 DIDDY_ATTACKLW3
02 DIDDY_BJET
03 DIDDY_POPGUN
04 DIDDY_POPGUN_BREAK
05 DIDDY_MFLIP_CHOP
06 DIDDY_POPGUN_BREAK_A
07 DIDDY_POPGUN_BREAK_B
08 DIDDY_ENTRY

File #?
01 POKETRAINER_CHANGE_THROW
02 POKETRAINER_CHANGE_CATCH
03 POKETRAINER_CHANGE_IN
04 POKETRAINER_CHANGE_OUT
05 POKETRAINER_CHANGE_MBALL
06 POKETRAINER_CHANGE_RETURN

File #?
01 POKELIZARDON_TAIL_FIRE
02 POKELIZARDON_ATK_FIRE
03 POKELIZARDON_ATK_HI3
04 POKELIZARDON_MOUTH_FIRE
05 POKELIZARDON_STANDBY_FIRE
06 POKELIZARDON_KAENHOUSYA
07 POKELIZARDON_IWAKUDAKI
08 POKELIZARDON_SORAWOTOBU
09 POKELIZARDON_ATK_LW4
0A POKELIZARDON_ATK_AIRF

File #?
01 POKEZENIGAME_ATK_HI4
02 POKEZENIGAME_ATK_WATER_A
03 POKEZENIGAME_ATK_WATER_B
04 POKEZENIGAME_TAKINOBORI
05 POKEZENIGAME_TAKINOBORI_END
06 POKEZENIGAME_MIZUTEPPO_SHOOT
07 POKEZENIGAME_MIZUTEPPO_LIGHT
08 POKEZENIGAME_MIZUTEPPO_FADE
09 POKEZENIGAME_MIZUTEPPO_HIT
0A POKEZENIGAME_MIZUTEPPO
0B POKEZENIGAME_KARANIKOMORU
0C POKEZENIGAME_MIZUTEPPO_MAX

File #?
01 POKEFUSHIGISOU_ATK_HI4
02 POKEFUSHIGISOU_ATK_AIR_HI
03 POKEFUSHIGISOU_ATK_AIR_LW
04 POKEFUSHIGISOU_LEAF
05 POKEFUSHIGISOU_ATK11
06 POKEFUSHIGISOU_ATK12
07 POKEFUSHIGISOU_ATK100
08 POKEFUSHIGISOU_ATKS3S
09 POKEFUSHIGISOU_TANEMG
0A POKEFUSHIGISOU_TANEMG_TAMA
0B POKEFUSHIGISOU_TANEMG_HIT
0C POKEFUSHIGISOU_H_CUTTER
0D POKEFUSHIGISOU_TMUCHI_TRACE
0E POKEFUSHIGISOU_TMUCHI_FLASH
0F POKEFUSHIGISOU_H_CUTTER_HA

File #?
01 DEDEDE_HAMMER
02 DEDEDE_HAMMER_SPIN
03 DEDEDE_JETHAMMER_HOLD
04 DEDEDE_JETHAMMER_HOLD_MAX
05 DEDEDE_JETHAMMER
06 DEDEDE_JETHAMMER_MAX
07 DEDEDE_SUPERJUMP_RISE
08 DEDEDE_SUPERJUMP_STAR
09 DEDEDE_SUIKOMI
0A DEDEDE_WAD_DEAD
0B DEDEDE_WAD_THUNDER
0C DEDEDE_JETHAMMER_HOLD2
0D DEDEDE_JETHAMMER_HOLD_MAX2
0E DEDEDE_JETHAMMER2
0F DEDEDE_JETHAMMER_MAX2

File #22
01 LUCARIO_HADOU
02 LUCARIO_BFLASH_L
03 LUCARIO_BFLASH_R
04 LUCARIO_HATTACK_A
05 LUCARIO_HATTACK_B
06 LUCARIO_HATTACK_C
07 LUCARIO_HADOUDAN
08 LUCARIO_HADOUDAN_MAX_L
09 LUCARIO_HADOUDAN_MAX_R
0A LUCARIO_SINSOKU
0B LUCARIO_HAKKEI_NEAR
0C LUCARIO_HAKKEI_FAR
0D LUCARIO_KAGEBUNSHIN
0E LUCARIO_KAGEBUNSHIN_SPLIT
0F LUCARIO_KAGEBUNSHIN_APPEAR
10 LUCARIO_HADOUDAN_TAIL
11 LUCARIO_AURA
12 LUCARIO_HAKKEI

File #?
01 IKE_SWORD
02 IKE_HUNKA_HOLD
03 IKE_HUNKA
04 IKE_HUNKA_MAX
05 IKE_IAIGIRI
06 IKE_COUNTER
07 IKE_ENTRY
08 IKE_APPEAL_LW
09 IKE_HUNKA_SPIN

File #?
01 ROBOT_FOOTMARK
02 ROBOT_NOZZLE_LOOP
03 ROBOT_NOZZLE_END
04 ROBOT_JUMP_JET
05 ROBOT_ATK_JET
06 ROBOT_ATK_N_JET
07 ROBOT_ATK_LW_JET
08 ROBOT_EYE_FLASH
09 ROBOT_ATTACK_S4S
0A ROBOT_ROBOBURNER
0B ROBOT_ROBOBEAM
0C ROBOT_LAMP_S
0D ROBOT_LAMP_M
0E ROBOT_LAMP_L
0F FINROBOT_MAIN
10 FINROBOT_ENDFINROBOT_MAIN2
11 FINROBOT_MAIN3
12 ROBOT_ARMSPINROBOT_ARMSPIN_01
13 ROBOT_ARMSPIN_02
14 ROBOT_ARMSPIN_03
15 ROBOT_ARMSPIN_04
16 ROBOT_ARMSPIN_05
17 ROBOT_ARMSPIN_06

File #26
01 PURIN_UTAU
02 PURIN_KOROGARU
03 PURIN_APPEAL_LW

File #?
01 TOONLINK_SWORD
02 TOONLINK_ARROW_MAX
03 TOONLINK_BOOMERANG
04 TOONLINK_BOOMERANG_T
05 TOONLINK_KAITEN_S
06 TOONLINK_KAITEN_AIR_S
07 TOONLINK_BOMB
08 TOONLINK_BOMB_SPARK
09 TOONLINK_ENTRY

File #?
01 WOLF_REF_FLASH
02 WOLF_REF_START
03 WOLF_REF_LOOP
04 WOLF_BLASTER_BULLET
05 WOLF_BLASTER_SHOT
06 WOLF_REF_REF
07 WOLF_SCRATCH
08 WOLF_SLASH
09 WOLF_SHOOT

File #?
01 SNAKE_ATK_S4S
02 SNAKE_ATK_HI4
03 SNAKE_MORTER_SMOKE
04 SNAKE_ATK_LW4_S
05 SNAKE_ATK_LW4_H
06 SNAKE_ATK_LW4
07 SNAKE_ATK_LW4_BOMB
08 SNAKE_MISSILE_SMOKE
09 SNAKE_REMOTE_MISSILE
0A SNAKE_CYPHER
0B SNAKE_C4
0C SNAKE_ENTRY
0D SNAKE_ENTRY_THUNDER
0E SNAKE_R1
0F SNAKE_R2
10 SNAKE_R3
11 SNAKE_R4
12 SNAKE_R5

File #?
01 SONIC_SPINWIND
02 SONIC_PUNCHTRACE
03 SONIC_ATK_LW
04 SONIC_SPINTRACE
05 SONIC_SPINWIND_L
06 SONIC_SPINTRACE_L
07 SONIC_IDLING
08 SONIC_HOMINGTRACE
09 SONIC_GIMMCKJUMP
0A SONIC_RUNTRACE
0B SONIC_RUNTRACE_01
0C SONIC_RUNTRACE_02
0D SONIC_RUNTRACE_03
0E SONIC_RUNTRACE_04
0F SONIC_RUNTRACE_05

Sooo yeah good luck.

In my example, the ID is 00120005 since the last VBrawl GFX was 00120004.

If you got questions let me know.

This is how my example came out. Yes it's supposed to be like that.


Credit goes to Magus for him teaching me about adding to the EFLS file and etc. and Sdoom for his original tutorial for replacing External GFX with GFX models. I just combined the two.
Also Shadic for taking the last pic.

Post Merge: April 07, 2012, 11:53:38 AM
Now you may post your thoughts.
7  Help & Tutorials / Model Tutorials / Adding PERFECT Metal Textures- Thanks Pikazz and Mewtwo2000 for help! on: November 06, 2011, 08:13:55 PM
Thanks to M22K, he got a way to make the auto Metal Material button in BB 0.65 Beta 4 working bug free, but you gotta follow this exactly. Or else.

Gonna use the thread again to showcase something important xD

You character importers should know about the metal textures. They're something to be added to the imported character once it's in brawlbox, and ready to go, so when that character gets a metal box, it gets metallic, just like standard characters.

Some of you (like me) have enabled manually some fake metal textures by changing some values in the extra materials you manually added and such. Some of you have never tried to include metal textures to your characters. Blackjax96 implemented some button in brawlbox 0.65b beta in order to automate this. Some people reported this to cause model glitches, explosions or whatever.

I personally didn't test this feature until a few days ago, just cause I didn't know where it was. So, the first step is knowing it. Here's the feature:



Now, if it makes models explode and such, why telling you this?

Well, just because the 'model exploding' isn't random. It happens under some conditions.

I'll explain. Blackjax is a very clever guy, and when the importer was released, it automatically wrote the UV, normal and vertex values in a format or another, depending of the values themselves, in order to save space. This means that big models can fit the brawl because some values can be written shortly, resulting in a smaller file. Anyway, he programmed that 'please wait' thing in 0.65b beta and 0.65b. I bet many of you just ignore it, and you should know more about it.

These are important:



What do they mean? Instead of looking for the shorter possible format for the values, the UV, normals and vertices are forced to be in the 'float' format.

Well, Blackjax96 said that the automatic metal materials feature did work well in some brawl models he tested, but people reported those exploding issues that made him remove the feature in 0.65b. So the model has to be from brawl or something?

Well, I suppose that you know what I mean at this point:

IF YOU FORCE THE FLOAT FORMAT FOR UV, NORMALS AND VERTICES, THE AUTOMATIC METAL MATERIAL FEATURE WORKS FLAWLESSLY.

This sentence is exactly as is. If any of them isn't forced, the model will have issues, in vertices, in normals, or in UVs. It may be fixed from now on, now that this fact is known, but in the meanwhile, this is the solution.

Also, if you force floats, the coordinates will be more exact for sure. If some values was, for example, 1.6321 in 3dsmax, not forcing float values may result in having 1.63 in brawlbox, losing the 0.0021. If two vertices that are supposed to be in the same place, but from different objects, lose precission like this, they may get separated and a small hole would appear in the character. So, unless forcing results in a too big file, I highly recommend to use those boxes before importing.

Well, with this said... Get your imports and fix your metal materials nao!! xD




And another quote for reference.

Mmm... when your model is too big with the buttons selected, and you don't matter if metals are perfect or not.

I personally use them since they exist. I even asked for them the day before they were released, only that Blackjax96 had already planned them before I told him. He read my mind, basically xD


Just watch the model size. Make sure it doesn't exceed the original character's size.

Old Method for reference.

First you need to open your model in BB V0.65 and expand all Materials and Shaders.

Second, find and open a model to borrow Material and Shader data from in a separate instance of BBV 0.65.
I chose Marth. Most would choose Mario.

Now, Make a new Material for all existing Materials. Name the new materials the same as the existing ones, but add _ExtMtl at the end of the name.

Now Examine, then export the Brawl character's _ExtMtl Materials and Shaders with the "Metal" type.
Note how the Shader Id corresponds with the order of the Shaders and how the ID is referenced in the Materials.

Now Make a new Shader and replace it with the Metal Shader from the Brawl character. Note the order it's in now. That's the new ID. If it's the 5th shader, 4 is the new ID.

Now take all the new _ExtMtl materials you made and replace them with the _ExtMtl shaders you got from the Brawl characters.

NOW, check the Shader Id and change it to reflect the new location and something that exists or the game will freeze.

Finally, check the texture references of the _ExtMtl materials to see if they reference metal00. If they don't change them to it like this:

1. Import metal00 texture into the .pac.
2. Rename the reference by going into the material section clicking texture and selecting metal00 from the dropdown menu, then press enter.
3. This.


After you have replace each metal material with something mario's metal material or marth's metal material, press on the last "metal00" in each material_ExtMtl and make sure everything looks like this:

you need to change:
Projection, InputForm and SourceRow so it has the same value as my pic.

if you have done it right on every Material, your model will look like this:


note this: only the object that is singlebinded will have their texture follow the camera.
dont know why yet :/

NormalEnable MUST be on "True" instead for "False" for the best result!




4. Repeat for all _ExtMtl Materials.

Now Save and test and comment.
8  Super Smash Bros. Brawl Hacking / General Hacking Discussion / Why do people base stages off of Skyworld? on: October 26, 2011, 02:44:39 PM
Unless you are using the floating platforms and it's destructible resources, there is no benefit whatsoever to make the stage over it.

Often times, Skyworld has a nasty habit of not having any models in almost all of the brres files that don't house the floating platforms appear if you exchanges stages on your SD card unless you reformat it everytime you change stages using the Skyworld .rel file.

Moving that many files can get very time consuming.

Not to mention the many many people reporting it.

Final Destination .rel and stage files are so much better, flexible, easier to use, and stable.
It saves time and frustration on both the makers and users.
9  Super Smash Bros. Brawl Hacking / Model Imports / Eternal Yoshi's island - OP under recontruction, ARZ released on: October 24, 2011, 12:17:19 AM
I have to rebuild, rerig, and reimport everything MGS2 model related due to the info I got about them and increased knowledge of MGS2 models' special needs.
The models will not only be better looking, but more optimized as well.
Check back soon.

In the meantime, Aquatic Ruin Zone.
10  Super Smash Bros. Brawl Hacking / General Hacking Discussion / Help me gather resources for Simon Belmont from Judgement! on: July 17, 2011, 03:15:47 PM
So if you haven't noticed, I've been trying to gather needed info and resources from Castlevania Judgement so I can make a Simon Belmont PSA when summer is over or after I update my other PSAs. Who he will be over is currently a mystery. Let's get started on what I need before I can properly decide on that.

Scaling the Model


I need it 11 times it's size.



As this image demonstrates, Fortwaffles' tool isn't the best option as it messes up the face.
IT ALSO CAUSES ERRORS WITH THE MODEL RIGGING.

Using keyframes to scale doesn't work as some as some animations/actions will malfunction if they get scaled. The one slot size method won't work as the model will revert to it's normal size when grabbed,Flame choked, Monkey humped, etc. and considering it's size, it will instantly break the grab.

I need a way to scale the model to 11x it's old size without using keyframes or that tool.

I need to use the Judgement model since it has the Vampire Killer whip built in the model, unlike the Vertex on Snake.

ANIMATIONS

Castlevania Judgement uses Chr0 for everything EXCEPT for characters.
Every character has a .mot file instead which judging by file size, could contain all the character's animations. :/

Looking in a hex editor, the .mot file has no bone names for Simon's mdl0...................... or names of any kind.

Sound Effects


Ripping_mama helped me rip the voice clips I need.

His Look

Whine all you want about his costume in Judgement. You guys can vertex the more traditional looks on him.
Like Ayami Kojima's look for him.


Or his look from Simon's Quest(Which I think is a costume in DMTV)


Or his classic look based off of the box art of the games,


Or even this.




Help would be greatly appreciated and you will be credited in BV when I make the PSA.
11  Help & Tutorials / Help / Poke Floats 2 model help on: June 13, 2011, 10:14:38 PM
http://www.mediafire.com/?tblkj7dljaatool
Can you people help me?

Can someone get this model to not freeze the game? I don't need the animations.

In fact, all the models I got from Pokepark's dump is freezing, even after I use the auto BRRES/MDl0 hexing seperator.
12  Super Smash Bros. Brawl Hacking / Portraits, Menus, (etc...) / Eternal Yoshi fills time until delivery of the Lens Cleaner by making portraits! on: May 23, 2011, 11:50:55 PM
I made new portraits for Gray Fox.


Alt Pose


Brawl Pose


Now for some useless trivia.
The pose on top is pose he makes for The Twin Snakes and the one on the bottom is based off of art from the PSX Metal Gear Solid.
The last one is the default Brawl pose.

Lyn



Brawl Pose




Now for stock heads.



Battle Portraits





This is for shiggles.



  


 


Stage Stuff

Stage Icons


Stage Preview


Franchise Icons
13  Help & Tutorials / Help / Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!*** on: May 22, 2011, 08:07:51 PM
Exactly what it says in the title.

It is ill advised to ask for requests because most requests cannot be fulfilled as of now due to us not having enough information to say, make a generic .rel of (insert character here) at this time, not to mention the users that are working on the clone engine have clearly stated to NOT request .rels.

Ask all Clone Engine/ Character Porting questions here and not in the Clone Engine topics.
This keeps the other threads cleaner and more readable.



When info gets gathered, I'll make a FAQ that will grow and grow.

The rest of this post and the next post is reserved for the FAQ section and recent findings/videos.

Important Codes for special situations


Ever had a character T-stance when jabbing or ftilting? Freezes when you Double Jump? Well you're reading the right section. Change the corresponding IC and problem solved.


Code:
Sound Bank Modifier NTSC-U:[Phantom Wings]
4A000000 80AD89E0
1400ZZZZ 0000000YY
E0000000 80008000

ZZZZ = XX * 0x04

Characters [XX]:
00 Mario
01 Donkey Kong
02 Link
03 Samus
04 Yoshi
05 Kirby
06 Fox
07 Pikachu
08 Luigi
09 Captain Falcon
0A Ness
0B Bowser
0C Peach
0D Zelda
0E Sheik
0F Popo
10 (Nana)
11 Marth
12 Mr. Game & Watch
13 Falco
14 Ganondorf
15 Wario
16 Metaknight
17 Pit
18 Zero Suit Samus
19 Olimar
1A Lucas
1B Diddy Kong
1C Pokemon Trainer
1D Charizard
1E Squirtle
1F Ivysaur
20 Dedede
21 Lucario
22 Ike
23 Robot
24 (Pra-mai)
25 Jigglypuff
26 (Mewtwo)
27 (Roy)
28 (Dr. Mario)
29 Toon Link
2A (Toon Zelda)
2B (Toon Sheik)
2C Wolf
2D (Dixie)
2E Snake
2F Sonic
30 Giga Bowser
31 Warioman
32 Red Alloy
33 Blue Alloy
34 Yellow Alloy
35 Green Alloy
36 (Mario D)

Sound Bank Values [YY]:
01 Mario
02 Link
03 Pit
04 Metaknight
05 Dedede
06 Donkey Kong
07 Samus/Zero Suit Samus
08 Yoshi
09 Kirby
0A Fox
0B Pikachu
0C Luigi
0D Captain Falcon
0E Ness
0F Bowser
10 Peach
11 Zelda/Sheik
12 Popo/Nana
13 Marth
14 Mr. Game & Watch
15 Falco
16 Ganondorf
17 Wario
18 Olimar
19 Lucas
1A Diddy Kong
1B Pokemon Trainer
1C Charizard
1D Squirtle
1E Ivysaur
1F Lucario
20 Ike
21 Rob
22 Jigglypuff
23 Toon Link
24 Wolf
25 Snake
26 Sonic
27 Unknown
28 Alloy
29-4B Unknown


Code:
Sound Bank Modifier PAL:[Phantom Wings, ported by Deathwolf]
4A000000 80AD4800
1400ZZZZ 0000000YY
E0000000 80008000

ZZZZ = XX * 0x04

Characters [XX]:
00 Mario
01 Donkey Kong
02 Link
03 Samus
04 Yoshi
05 Kirby
06 Fox
07 Pikachu
08 Luigi
09 Captain Falcon
0A Ness
0B Bowser
0C Peach
0D Zelda
0E Sheik
0F Popo
10 (Nana)
11 Marth
12 Mr. Game & Watch
13 Falco
14 Ganondorf
15 Wario
16 Metaknight
17 Pit
18 Zero Suit Samus
19 Olimar
1A Lucas
1B Diddy Kong
1C Pokemon Trainer
1D Charizard
1E Squirtle
1F Ivysaur
20 Dedede
21 Lucario
22 Ike
23 Robot
24 (Pra-mai)
25 Jigglypuff
26 (Mewtwo)
27 (Roy)
28 (Dr. Mario)
29 Toon Link
2A (Toon Zelda)
2B (Toon Sheik)
2C Wolf
2D (Dixie)
2E Snake
2F Sonic
30 Giga Bowser
31 Warioman
32 Red Alloy
33 Blue Alloy
34 Yellow Alloy
35 Green Alloy
36 (Mario D)

Sound Bank Values* [YY]:
01 Mario
02 Link
03 Pit
04 Metaknight
05 Dedede
06 Donkey Kong
07 Samus/Zero Suit Samus
08 Yoshi
09 Kirby
0A Fox
0B Pikachu
0C Luigi
0D Captain Falcon
0E Ness
0F Bowser
10 Peach
11 Zelda/Sheik
12 Popo/Nana
13 Marth
14 Mr. Game & Watch
15 Falco
16 Ganondorf
17 Wario
18 Olimar
19 Lucas
1A Diddy Kong
1B Pokemon Trainer
1C Charizard
1D Squirtle
1E Ivysaur
1F Lucario
20 Ike
21 Rob
22 Jigglypuff
23 Toon Link
24 Wolf
25 Snake
26 Sonic
27 Unknown
28 Alloy
29-4B Unknown

*I'm almost certain that the PAL sound banks are in the same order as the US ones. Can someone with a PAL bsrar confirm this for me?


04B0BXXX 0000000Y
IC-Constant modifier NTSC-U
[standardtoaster, ds22, and ssbbtailsfan for helping with the variables]

you have to fill in the code yourself.

I'm gonna separate this into sections since I THINK you can have multiple at the same time.

I'm doing this by character.

XXX =

 
Code:
U0(Jab??)- 240
Jab - 244
RapidJab - 248
Ftilt - 24C
Fsmash - 250
Muiltjump - 254
Glide - 258
Crawl - 25C
DA-crouch - 260
Walljump - 264
Wallcling - 268
Zair - 26C
U12 - 270
U13 - 274

 
Code:
U0(Jab??)- 278
Jab - 27C
RapidJab - 280
Ftilt - 284
Fsmash - 288
Muiltjump - 28C
Glide - 290
Crawl - 294
DA-crouch - 298
Walljump - 29C
Wallcling - 2A0
Zair - 2A4
U12 - 2A8
U13 - 2AC

 
Code:
U0(Jab??)- 2B0
Jab - 2B4
RapidJab - 2B8
Ftilt - 2BC
Fsmash - 2C0
Muiltjump - 2C4
Glide - 2C8
Crawl - 2CC
DA-crouch - 2D0
Walljump - 2D4
Wallcling - 2D8
Zair - 2DC
U12 - 2E0
U13 - 2E4

 
Code:
U0(Jab??)- 2E8
Jab - 2EC
RapidJab - 2F0
Ftilt - 2F4
Fsmash - 2F8
Muiltjump - 2FC
Glide - 300
Crawl - 304
DA-crouch - 308
Walljump - 30C
Wallcling - 310
Zair - 314
U12 - 318
U13 - 31C

 
Code:
U0(Jab??)- 320
Jab - 324
RapidJab - 328
Ftilt - 32C
Fsmash - 330
Muiltjump - 334
Glide - 338
Crawl - 33C
DA-crouch - 340
Walljump - 344
Wallcling - 348
Zair - 34C
U12 - 350
U13 - 354

 
Code:
U0(Jab??)- 358
Jab - 35C
RapidJab - 360
Ftilt - 364
Fsmash - 368
Muiltjump - 36C
Glide - 370
Crawl - 374
DA-crouch - 378
Walljump - 37C
Wallcling - 380
Zair - 384
U12 - 388
U13 - 38C

 
Code:
U0(Jab??)- 390
Jab - 394
RapidJab - 398
Ftilt - 39C
Fsmash - 3A0
Muiltjump - 3A4
Glide - 3A8
Crawl - 3AC
DA-crouch - 3B0
Walljump - 3B4
Wallcling - 3B8
Zair - 3BC
U12 - 3C0
U13 - 3C4

 
Code:
U0(Jab??)- 3C8
Jab - 3CC
RapidJab - 3D0
Ftilt - 3D4
Fsmash - 3D8
Muiltjump - 3DC
Glide - 3E0
Crawl - 3E4
DA-crouch - 3E8
Walljump - 3EC
Wallcling - 3F0
Zair - 3F4
U12 - 3F8
U13 - 3FC

 
Code:
U0(Jab??)- 400
Jab - 404
RapidJab - 408
Ftilt - 40C
Fsmash - 410
Muiltjump - 414
Glide - 418
Crawl - 41C
DA-crouch - 420
Walljump - 424
Wallcling - 428
Zair - 42C
U12 - 430
U13 - 434

 
Code:
U0(Jab??)- 438
Jab - 43C
RapidJab - 440
Ftilt - 444
Fsmash - 448
Muiltjump - 44C
Glide - 450
Crawl - 454
DA-crouch - 458
Walljump - 45C
Wallcling - 460
Zair - 464
U12 - 468
U13 - 46C

 
Code:
U0(Jab??)- 470
Jab - 474
RapidJab - 478
Ftilt - 47C
Fsmash - 480
Muiltjump - 484
Glide - 488
Crawl - 48C
DA-crouch - 490
Walljump - 494
Wallcling - 498
Zair - 49C
U12 - 4A0
U13 - 4A4

 
Code:
U0(Jab??)- 4A8
Jab - 4AC
RapidJab - 4B0
Ftilt - 4B4
Fsmash - 4B8
Muiltjump - 4BC
Glide - 4C0
Crawl - 4C4
DA-crouch - 4C8
Walljump - 4CC
Wallcling - 4D0
Zair - 4D4
U12 - 4D8
U13 - 4DC

 
Code:
U0(Jab??)- 4E0
Jab - 4E4
RapidJab - 4E8
Ftilt - 4EC
Fsmash - 4F0
Muiltjump - 4F4
Glide - 4F8
Crawl - 4FC
DA-crouch - 500
Walljump - 504
Wallcling - 508
Zair - 50C
U12 - 510
U13 - 514

 
Code:
U0(Jab??)- 518
Jab - 51C
RapidJab - 520
Ftilt - 524
Fsmash - 528
Muiltjump - 52C
Glide - 530
Crawl - 534
DA-crouch - 538
Walljump - 53C
Wallcling - 540
Zair - 544
U12 - 548
U13 - 54C

 
Code:
U0(Jab??)- 550
Jab - 554
RapidJab - 558
Ftilt - 55C
Fsmash - 560
Muiltjump - 564
Glide - 568
Crawl - 56C
DA-crouch - 570
Walljump - 574
Wallcling - 578
Zair - 57C
U12 - 580
U13 - 584

(POPO)
Code:
U0(Jab??)- 588
Jab - 58C
RapidJab - 590
Ftilt - 594
Fsmash - 598
Muiltjump - 59C
Glide - 5A0
Crawl - 5A4
DA-crouch - 5A8
Walljump - 5AC
Wallcling - 5B0
Zair - 5B4
U12 - 5B8
U13 - 5BC

(NANA)
Code:
U0(Jab??)- 5C0
Jab - 5C4
RapidJab - 5C8
Ftilt - 5CC
Fsmash - 5D0
Muiltjump - 5D4
Glide - 5D8
Crawl - 5DC
DA-crouch - 5E0
Walljump - 5E4
Wallcling - 5E8
Zair - 5EC
U12 - 5F0
U13 - 5F4

 
Code:
U0(Jab??)- 5F8
Jab - 5FC
RapidJab - 600
Ftilt - 604
Fsmash - 608
Muiltjump - 60C
Glide - 610
Crawl - 614
DA-crouch - 618
Walljump - 61C
Wallcling - 620
Zair - 624
U12 - 628
U13 - 62C

 
Code:
U0(Jab??)- 630
Jab - 634
RapidJab - 638
Ftilt - 63C
Fsmash - 640
Muiltjump - 644
Glide - 648
Crawl - 64C
DA-crouch - 650
Walljump - 654
Wallcling - 658
Zair - 65C
U12 - 660
U13 - 664

 
Code:
U0(Jab??)- 668
Jab - 66C
RapidJab - 670
Ftilt - 674
Fsmash - 678
Muiltjump - 67C
Glide - 680
Crawl - 684
DA-crouch - 688
Walljump - 68C
Wallcling - 690
Zair - 694
U12 - 698
U13 - 69C

 
Code:
U0(Jab??)- 6A0
Jab - 6A4
RapidJab - 6A8
Ftilt - 6AC
Fsmash - 6B0
Muiltjump - 6B4
Glide - 6B8
Crawl - 6BC
DA-crouch - 6C0
Walljump - 6C4
Wallcling - 6C8
Zair - 6CC
U12 - 6D0
U13 - 6D4

 
Code:
U0(Jab??)- 6D8
Jab - 6DC
RapidJab - 6E0
Ftilt - 6E4
Fsmash - 6E8
Muiltjump - 6EC
Glide - 6F0
Crawl - 6F4
DA-crouch - 6F8
Walljump - 6FC
Wallcling - 700
Zair - 704
U12 - 708
U13 - 70C

 
Code:
U0(Jab??)- 710
Jab - 714
RapidJab - 718
Ftilt - 71C
Fsmash - 720
Muiltjump - 724
Glide - 728
Crawl - 72C
DA-crouch - 730
Walljump - 734
Wallcling - 738
Zair - 73C
U12 - 740
U13 - 744

 
Code:
U0(Jab??)- 748
Jab - 74C
RapidJab - 750
Ftilt - 754
Fsmash - 758
Muiltjump - 75C
Glide - 760
Crawl - 764
DA-crouch - 768
Walljump - 76C
Wallcling - 770
Zair - 774
U12 - 778
U13 - 77C

 
Code:
U0(Jab??)- 780
Jab - 784
RapidJab - 788
Ftilt - 78C
Fsmash - 790
Muiltjump - 794
Glide - 798
Crawl - 79C
DA-crouch - 7A0
Walljump - 7A4
Wallcling - 7A8
Zair - 7AC
U12 - 7B0
U13 - 7B4

 
Code:
U0(Jab??)- 7B8
Jab - 7BC
RapidJab - 7C0
Ftilt - 7C4
Fsmash - 7C8
Muiltjump - 7CC
Glide - 7D0
Crawl - 7D4
DA-crouch - 7D8
Walljump - 7DC
Wallcling - 7E0
Zair - 7E4
U12 - 7E8
U13 - 7EC

 
Code:
U0(Jab??)- 7F0
Jab - 7F4
RapidJab - 7F8
Ftilt - 7FC
Fsmash - 800
Muiltjump - 804
Glide - 808
Crawl - 80C
DA-crouch - 810
Walljump - 814
Wallcling - 818
Zair - 81C
U12 - 820
U13 - 824

 
Code:
U0(Jab??)- 828
Jab - 82C
RapidJab - 830
Ftilt - 834
Fsmash - 838
Muiltjump - 83C
Glide - 840
Crawl - 844
DA-crouch - 848
Walljump - 84C
Wallcling - 850
Zair - 854
U12 - 858
U13 - 85C

 
Code:
U0(Jab??)- 860
Jab - 864
RapidJab - 868
Ftilt - 86C
Fsmash - 870
Muiltjump - 874
Glide - 878
Crawl - 87C
DA-crouch - 880
Walljump - 884
Wallcling - 888
Zair - 88C
U12 - 890
U13 - 894

 
Code:
U0(Jab??)- 898
Jab - 89C
RapidJab - 8A0
Ftilt - 8A4
Fsmash - 8A8
Muiltjump - 8AC
Glide - 8B0
Crawl - 8B4
DA-crouch - 8B8
Walljump - 8BC
Wallcling - 8C0
Zair - 8C4
U12 - 8C8
U13 - 8CC

 
Code:
U0(Jab??)- 8D0
Jab - 8D4
RapidJab - 8D8
Ftilt - 8DC
Fsmash - 8E0
Muiltjump - 8E4
Glide - 8E8
Crawl - 8EC
DA-crouch - 8F0
Walljump - 8F4
Wallcling - 8F8
Zair - 8FC
U12 - 900
U13 - 904

 
Code:
U0(Jab??)- 908
Jab - 90C
RapidJab - 910
Ftilt - 914
Fsmash - 918
Muiltjump - 91C
Glide - 920
Crawl - 924
DA-crouch - 928
Walljump - 92C
Wallcling - 930
Zair - 934
U12 - 938
U13 - 93C

 
Code:
U0(Jab??)- 940
Jab - 944
RapidJab - 948
Ftilt - 94C
Fsmash - 950
Muiltjump - 954
Glide - 958
Crawl - 95C
DA-crouch - 960
Walljump - 964
Wallcling - 968
Zair - 96C
U12 - 970
U13 - 974

 
Code:
U0(Jab??)- 978
Jab - 97C
RapidJab - 980
Ftilt - 984
Fsmash - 988
Muiltjump - 98C
Glide - 990
Crawl - 994
DA-crouch - 998
Walljump - 99C
Wallcling - 9A0
Zair - 9A4
U12 - 9A8
U13 - 9AC

 
Code:
U0(Jab??)- 9B0
Jab - 9B4
RapidJab - 9B8
Ftilt - 9BC
Fsmash - 9C0
Muiltjump - 9C4
Glide - 9C8
Crawl - 9CC
DA-crouch - 9D0
Walljump - 9D4
Wallcling - 9D8
Zair - 9DC
U12 - 9E0
U13 - 9E4

 
Code:
U0(Jab??)- 9E8
Jab - 9EC
RapidJab - 9F0
Ftilt - 9F4
Fsmash - 9F8
Muiltjump - 9FC
Glide - A00
Crawl - A04
DA-crouch - A08
Walljump - A0C
Wallcling - A10
Zair - A14
U12 - A18
U13 - A1C

PRAMAI[DUMMIED OUT CHARACTER SLOT]
Code:
U0(Jab??)- A20
Jab - A24
RapidJab - A28
Ftilt - A2C
Fsmash - A30
Muiltjump - A34
Glide - A38
Crawl - A3C
DA-crouch - A40
Walljump - A44
Wallcling - A48
Zair - A4C
U12 - A50
U13 - A54

 
Code:
U0(Jab??)- A58
Jab - A5C
RapidJab - A60
Ftilt - A64
Fsmash - A68
Muiltjump - A6C
Glide - A70
Crawl - A74
DA-crouch - A78
Walljump - A7C
Wallcling - A80
Zair - A84
U12 - A88
U13 - A8C

 [DUMMIED OUT CHARACTER SLOT]
Code:
U0(Jab??)- A90
Jab - A94
RapidJab - A98
Ftilt - A9C
Fsmash - AA0
Muiltjump - AA4
Glide - AA8
Crawl - AAC
DA-crouch - AB0
Walljump - AB4
Wallcling - AB8
Zair - ABC
U12 - AC0
U13 - AC4

 [DUMMIED OUT CHARACTER SLOT]
Code:
U0(Jab??)- AC8
Jab - ACC
RapidJab - AD0
Ftilt - AD4
Fsmash - AD8
Muiltjump - ADC
Glide - AE0
Crawl - AE4
DA-crouch - AE8
Walljump - AEC
Wallcling - AF0
Zair - AF4
U12 - AF8
U13 - AFC

 [DUMMIED OUT CHARACTER SLOT]
Code:
U0(Jab??)- B00
Jab - B04
RapidJab - B08
Ftilt - B0C
Fsmash - B10
Muiltjump - B14
Glide - B18
Crawl - B1C
DA-crouch - B20
Walljump - B24
Wallcling - B28
Zair - B2C
U12 - B30
U13 - B34

 
Code:
U0(Jab??)- B38
Jab - B3C
RapidJab - B40
Ftilt - B44
Fsmash - B48
Muiltjump - B4C
Glide - B50
Crawl - B54
DA-crouch - B58
Walljump - B5C
Wallcling - B60
Zair - B64
U12 - B68
U13 - B6C

TOON ZELDA [DUMMIED OUT CHARACTER SLOT]
Code:
U0(Jab??)- B70
Jab - B74
RapidJab - B78
Ftilt - B7C
Fsmash - B80
Muiltjump - B84
Glide - B88
Crawl - B8C
DA-crouch - B90
Walljump - B94
Wallcling - B98
Zair - B9C
U12 - BA0
U13 - BA4

TOON SHEIK [DUMMIED OUT CHARACTER SLOT]
Code:
U0(Jab??)- BA8
Jab - BAC
RapidJab - BB0
Ftilt - BB4
Fsmash - BB8
Muiltjump - BBC
Glide - BC0
Crawl - BC4
DA-crouch - BC8
Walljump - BCC
Wallcling - BD0
Zair - BD4
U12 - BD8
U13 - BDC

 
Code:
U0(Jab??)- BE0
Jab - BE4
RapidJab - BE8
Ftilt - BEC
Fsmash - BF0
Muiltjump - BF4
Glide - BF8
Crawl - BFC
DA-crouch - C00
Walljump - C04
Wallcling - C08
Zair - C0C
U12 - C10
U13 - C14

DIXIE [DUMMIED OUT CHARACTER SLOT]
Code:
U0(Jab??)- C18
Jab - C1C
RapidJab - C20
Ftilt - C24
Fsmash - C28
Muiltjump - C2C
Glide - C30
Crawl - C34
DA-crouch - C38
Walljump - C3C
Wallcling - C40
Zair - C44
U12 - C48
U13 - C4C

 
Code:
U0(Jab??)- C50
Jab - C54
RapidJab - C58
Ftilt - C5C
Fsmash - C60
Muiltjump - C64
Glide - C68
Crawl - C6C
DA-crouch - C70
Walljump - C74
Wallcling - C78
Zair - C7C
U12 - C80
U13 - C84

 
Code:
U0(Jab??)- C88
Jab - C8C
RapidJab - C90
Ftilt - C94
Fsmash - C98
Muiltjump - C9C
Glide - CA0
Crawl - CA4
DA-crouch - CA8
Walljump - CAC
Wallcling - CB0
Zair - CB4
U12 - CB8
U13 - CBC

Giga Bowser
Code:
U0(Jab??)- CC0
Jab - CC4
RapidJab - CC8
Ftilt - CCC
Fsmash - CD0
Muiltjump - CD4
Glide - CD8
Crawl - CDC
DA-crouch - CE0
Walljump - CE4
Wallcling - CE8
Zair - CEC
U12 - CF0
U13 - CF4

Wario-Man
Code:
U0(Jab??)- CF8
Jab - CFC
RapidJab - D00
Ftilt - D04
Fsmash - D08
Muiltjump - D0C
Glide - D10
Crawl - D14
DA-crouch - D18
Walljump - D1C
Wallcling - D20
Zair - D24
U12 - D28
U13 - D2C

Zakoboy/Red Alloy
Code:
U0(Jab??)- D30
Jab - D34
RapidJab - D38
Ftilt - D3C
Fsmash - D40
Muiltjump - D44
Glide - D48
Crawl - D4C
DA-crouch - D50
Walljump - D54
Wallcling - D58
Zair - D5C
U12 - D60
U13 - D64

Zakogirl/Blue Alloy
Code:
U0(Jab??)- D68
Jab - D6C
RapidJab - D70
Ftilt - D74
Fsmash - D78
Muiltjump - D7C
Glide - D80
Crawl - D84
DA-crouch - D88
Walljump - D8C
Wallcling - D90
Zair - D94
U12 - D98
U13 - D9C

ZakoChild/Yellow Alloy
Code:
U0(Jab??)- DA0
Jab - DA4
RapidJab - DA8
Ftilt - DAC
Fsmash - DB0
Muiltjump - DB4
Glide - DB8
Crawl - DBC
DA-crouch - DC0
Walljump - DC4
Wallcling - DC8
Zair - DCC
U12 - DD0
U13 - DD4

ZakoBalll/Green Alloy
Code:
U0(Jab??)- DD8
Jab - DDC
RapidJab - DE0
Ftilt - DE4
Fsmash - DE8
Muiltjump - DEC
Glide - DF0
Crawl - DF4
DA-crouch - DF8
Walljump - DFC
Wallcling - E00
Zair - E04
U12 - E08
U13 - E0C

  [DEBUG VERSION]
Code:
U0(Jab??)- E10
Jab - E14
RapidJab - E18
Ftilt - E1C
Fsmash - E20
Muiltjump - E24
Glide - E28
Crawl - E2C
DA-crouch - E30
Walljump - E34
Wallcling - E38
Zair - E3C
U12 - E40
U13 - E44

Guess what?
With this list, I'm done!

PAL version of the list and code is over here:
http://www.mediafire.com/?ks1iba3c5vj4qk2
Link was updated AGAIN
PAL IC-Constants
Code:
All character IC-Constant PAL offsets by ssbbtailsfan, credit to Dantarion, standardtoaster, and everybody else who contributed to the IC-Constants page on the OpenSA Wiki.

04B07XXX 0000000X

Mario's IC-Constant offsets

U0(Jab??)  - 058
Jab        - 05C
RapidJab   - 060
Ftilt      - 064
Fsmash     - 068
MultiJump  - 06C
Glide      - 070
Crawl      - 074
DA>Crouch  - 078
WallJump   - 07C
WallCling  - 080
Zair       - 084
U12        - 088
U13        - 08C

Donkey Kong's IC-Contsant offsets

U0(Jab??)  - 090
Jab        - 094
RapidJab   - 098
Ftilt      - 09C
Fsmash     - 0A0
MultiJump  - 0A4
Glide      - 0A8
Crawl      - 0AC
DA>Crouch  - 0B0
WallJump   - 0B4
WallCling  - 0B8
Zair       - 0BC
U12        - 0C0
U13        - 0C4

Link's IC-Constant offsets

U0(Jab??)  - 0C8
Jab        - 0CC
RapidJab   - 0D0
Ftilt      - 0D4
Fsmash     - 0D8
MultiJump  - 0DC
Glide      - 0E0
Crawl      - 0E4
DA>Crouch  - 0E8
WallJump   - 0EC
WallCling  - 0F0
Zair       - 0F4
U12        - 0F8
U13        - 0FC

Samus's IC-Constant offsets

U0(Jab??)  - 110
Jab        - 114
RapidJab   - 118
Ftilt      - 11C
Fsmash     - 120
MultiJump  - 124
Glide      - 128
Crawl      - 12C
DA>Crouch  - 130
WallJump   - 134
WallCling  - 138
Zair       - 13C
U12        - 140
U13        - 144

Yoshi's IC-Constant offsets

U0(Jab??)  - 148
Jab        - 14C
RapidJab   - 150
Ftilt      - 154
Fsmash     - 158
MultiJump  - 15C
Glide      - 160
Crawl      - 164
DA>Crouch  - 168
WallJump   - 16C
WallCling  - 170
Zair       - 174
U12        - 178
U13        - 17C

Kirby's IC-Constant offsets

U0(Jab??)  - 180
Jab        - 184
RapidJab   - 188
Ftilt      - 18C
Fsmash     - 190
MultiJump  - 194
Glide      - 198
Crawl      - 19C
DA>Crouch  - 1A0
WallJump   - 1A4
WallCling  - 1A8
Zair       - 1AC
U12        - 1B0
U13        - 1B4

Fox's IC-Constant offsets

U0(Jab??)  - 1B8
Jab        - 1BC
RapidJab   - 1C0
Ftilt      - 1C4
Fsmash     - 1C8
MultiJump  - 1CC
Glide      - 1D0
Crawl      - 1D4
DA>Crouch  - 1D8
WallJump   - 1DC
WallCling  - 1E0
Zair       - 1E4
U12        - 1E8
U13        - 1EC

Pikachu's IC-Constant offsets

U0(Jab??)  - 1F0
Jab        - 1F4
RapidJab   - 1F8
Ftilt      - 1FC
Fsmash     - 200
MultiJump  - 204
Glide      - 208
Crawl      - 20C
DA>Crouch  - 210
WallJump   - 214
WallCling  - 218
Zair       - 21C
U12        - 220
U13        - 224

Luigi's IC-Constant offsets

U0(Jab??)  - 228
Jab        - 22C
RapidJab   - 230
Ftilt      - 234
Fsmash     - 238
MultiJump  - 23C
Glide      - 240
Crawl      - 244
DA>Crouch  - 248
WallJump   - 24C
WallCling  - 250
Zair       - 254
U12        - 258
U13        - 25C

Captain Falcon's IC-Constant offsets

U0(Jab??)  - 260
Jab        - 264
RapidJab   - 268
Ftilt      - 26C
Fsmash     - 270
MultiJump  - 274
Glide      - 278
Crawl      - 27C
DA>Crouch  - 280
WallJump   - 284
WallCling  - 288
Zair       - 28C
U12        - 290
U13        - 294

Ness's IC-Constant offsets

U0(Jab??)  - 298
Jab        - 29C
RapidJab   - 2A0
Ftilt      - 2A4
Fsmash     - 2A8
MultiJump  - 2AC
Glide      - 2B0
Crawl      - 2B4
DA>Crouch  - 2B8
WallJump   - 2BC
WallCling  - 2C0
Zair       - 2C4
U12        - 2C8
U13        - 2CC

Koopa's/Bowser's IC-Constant offsets

U0(Jab??)  - 2D0
Jab        - 2D4
RapidJab   - 2D8
Ftilt      - 2DC
Fsmash     - 2E0
MultiJump  - 2E4
Glide      - 2E8
Crawl      - 2EC
DA>Crouch  - 2F0
WallJump   - 2F4
WallCling  - 2F8
Zair       - 2FC
U12        - 300
U13        - 304

Peach's IC-Constant offsets

U0(Jab??)  - 308
Jab        - 30C
RapidJab   - 310
Ftilt      - 314
Fsmash     - 318
MultiJump  - 31C
Glide      - 320
Crawl      - 324
DA>Crouch  - 328
WallJump   - 32C
WallCling  - 330
Zair       - 334
U12        - 338
U13        - 33C

Zelda's IC-Constant offsets

U0(Jab??)  - 340
Jab        - 344
RapidJab   - 348
Ftilt      - 34C
Fsmash     - 350
MultiJump  - 354
Glide      - 358
Crawl      - 35C
DA>Crouch  - 360
WallJump   - 364
WallCling  - 368
Zair       - 36C
U12        - 370
U13        - 374

Shiek's IC-Constant offsets

U0(Jab??)  - 378
Jab        - 37C
RapidJab   - 380
Ftilt      - 384
Fsmash     - 388
MultiJump  - 38C
Glide      - 390
Crawl      - 394
DA>Crouch  - 398
WallJump   - 39C
WallCling  - 3A0
Zair       - 3A4
U12        - 3A8
U13        - 3AC

Popo's IC-Constant offsets

U0(Jab??)  - 3B0
Jab        - 3B4
RapidJab   - 3B8
Ftilt      - 3BC
Fsmash     - 3C0
MultiJump  - 3C4
Glide      - 3C8
Crawl      - 3CC
DA>Crouch  - 3D0
WallJump   - 3D4
WallCling  - 3D8
Zair       - 3DC
U12        - 3E0
U13        - 3E4

Nana's IC-Constant offsets

U0(Jab??)  - 3E8
Jab        - 3EC
RapidJab   - 3F0
Ftilt      - 3F4
Fsmash     - 3F8
MultiJump  - 3FC
Glide      - 400
Crawl      - 404
DA>Crouch  - 408
WallJump   - 40C
WallCling  - 410
Zair       - 414
U12        - 418
U13        - 41C

Marth's IC-Constant offsets

U0(Jab??)  - 420
Jab        - 424
RapidJab   - 428
Ftilt      - 42C
Fsmash     - 430
MultiJump  - 434
Glide      - 438
Crawl      - 43C
DA>Crouch  - 440
WallJump   - 444
WallCling  - 448
Zair       - 44C
U12        - 450
U13        - 454

Mr. Game & Watch's IC-Constant offsets

U0(Jab??)  - 458
Jab        - 45C
RapidJab   - 460
Ftilt      - 464
Fsmash     - 468
MultiJump  - 46C
Glide      - 470
Crawl      - 474
DA>Crouch  - 478
WallJump   - 47C
WallCling  - 480
Zair       - 484
U12        - 488
U13        - 48C

Falco's IC-Constant offsets

U0(Jab??)  - 490
Jab        - 494
RapidJab   - 498
Ftilt      - 49C
Fsmash     - 4A0
MultiJump  - 4A4
Glide      - 4A8
Crawl      - 4AC
DA>Crouch  - 4B0
WallJump   - 4B4
WallCling  - 4B8
Zair       - 4BC
U12        - 4C0
U13        - 4C4

Ganondorf's IC-Constant offsets

U0(Jab??)  - 4C8
Jab        - 4CC
RapidJab   - 4E0
Ftilt      - 4E4
Fsmash     - 4E8
MultiJump  - 4EC
Glide      - 4F0
Crawl      - 4F4
DA>Crouch  - 4F8
WallJump   - 4FC
WallCling  - 500
Zair       - 504
U12        - 508
U13        - 50C

Wario's IC-Constant offsets

U0(Jab??)  - 510
Jab        - 514
RapidJab   - 518
Ftilt      - 51C
Fsmash     - 520
MultiJump  - 524
Glide      - 528
Crawl      - 52C
DA>Crouch  - 530
WallJump   - 534
WallCling  - 538
Zair       - 53C
U12        - 540
U13        - 544

Metaknight's IC-Constant offsets

U0(Jab??)  - 548
Jab        - 54C
RapidJab   - 550
Ftilt      - 554
Fsmash     - 558
MultiJump  - 55C
Glide      - 560
Crawl      - 564
DA>Crouch  - 568
WallJump   - 56C
WallCling  - 570
Zair       - 574
U12        - 578
U13        - 57C

Pit's IC-Constant offsets

U0(Jab??)  - 580
Jab        - 584
RapidJab   - 588
Ftilt      - 58C
Fsmash     - 590
MultiJump  - 594
Glide      - 598
Crawl      - 59C
DA>Crouch  - 5A0
WallJump   - 5A4
WallCling  - 5A8
Zair       - 5AC
U12        - 5B0
U13        - 5B4

Zerosuit Samus's IC-Constant offsets

U0(Jab??)  - 5B8
Jab        - 5BC
RapidJab   - 5C0
Ftilt      - 5C4
Fsmash     - 5C8
MultiJump  - 5CC
Glide      - 5D0
Crawl      - 5D4
DA>Crouch  - 5D8
WallJump   - 5DC
WallCling  - 5E0
Zair       - 5E4
U12        - 5E8
U13        - 5EC

Pikmin's/Olimar's IC-Constant offsets

U0(Jab??)  - 5F0
Jab        - 5F4
RapidJab   - 5F8
Ftilt      - 5FC
Fsmash     - 600
MultiJump  - 604
Glide      - 608
Crawl      - 60C
DA>Crouch  - 610
WallJump   - 614
WallCling  - 618
Zair       - 61C
U12        - 620
U13        - 624

Lucas's IC-Constant offsets

U0(Jab??)  - 628
Jab        - 62C
RapidJab   - 630
Ftilt      - 634
Fsmash     - 638
MultiJump  - 63C
Glide      - 640
Crawl      - 644
DA>Crouch  - 648
WallJump   - 64C
WallCling  - 650
Zair       - 654
U12        - 658
U13        - 65C

Diddy Kong's IC-Constant offsets

U0(Jab??)  - 660
Jab        - 664
RapidJab   - 668
Ftilt      - 66C
Fsmash     - 670
MultiJump  - 674
Glide      - 678
Crawl      - 67C
DA>Crouch  - 680
WallJump   - 684
WallCling  - 688
Zair       - 68C
U12        - 690
U13        - 694

Pokemon Trainer's IC-Constant offsets

U0(Jab??)  - 698
Jab        - 69C
RapidJab   - 6A0
Ftilt      - 6A4
Fsmash     - 6A8
MultiJump  - 6AC
Glide      - 6B0
Crawl      - 6B4
DA>Crouch  - 6B8
WallJump   - 6BC
WallCling  - 6C0
Zair       - 6C4
U12        - 6C8
U13        - 6CC

Lizardon's/Charizard's IC-Constant offsets

U0(Jab??)  - 6D0
Jab        - 6D4
RapidJab   - 6D8
Ftilt      - 6DC
Fsmash     - 6E0
MultiJump  - 6E4
Glide      - 6E8
Crawl      - 6EC
DA>Crouch  - 6F0
WallJump   - 6F4
WallCling  - 6F8
Zair       - 6FC
U12        - 700
U13        - 704

Zenigame's/Squartle's IC-Constant offsets

U0(Jab??)  - 708
Jab        - 70C
RapidJab   - 710
Ftilt      - 714
Fsmash     - 718
MultiJump  - 71C
Glide      - 720
Crawl      - 724
DA>Crouch  - 728
WallJump   - 72C
WallCling  - 730
Zair       - 734
U12        - 738
U13        - 73C

Fushigisou's/Ivysaur's IC-Constant offsets

U0(Jab??)  - 740
Jab        - 744
RapidJab   - 748
Ftilt      - 74C
Fsmash     - 750
MultiJump  - 754
Glide      - 758
Crawl      - 75C
DA>Crouch  - 760
WallJump   - 764
WallCling  - 768
Zair       - 76C
U12        - 770
U13        - 774

King Dedede's IC-Constant offsets

U0(Jab??)  - 778
Jab        - 77C
RapidJab   - 780
Ftilt      - 784
Fsmash     - 788
MultiJump  - 78C
Glide      - 790
Crawl      - 794
DA>Crouch  - 798
WallJump   - 79C
WallCling  - 7A0
Zair       - 7A4
U12        - 7A8
U13        - 7AC

Lucario's IC-Constant offsets

U0(Jab??)  - 7B0
Jab        - 7B4
RapidJab   - 7B8
Ftilt      - 7BC
Fsmash     - 7C0
MultiJump  - 7C4
Glide      - 7C8
Crawl      - 7CC
DA>Crouch  - 7D0
WallJump   - 7D4
WallCling  - 7D8
Zair       - 7DC
U12        - 7E0
U13        - 7E4

Ike's IC-Constant offsets

U0(Jab??)  - 7E8
Jab        - 7EC
RapidJab   - 7F0
Ftilt      - 7F4
Fsmash     - 7F8
MultiJump  - 7FC
Glide      - 800
Crawl      - 804
DA>Crouch  - 808
WallJump   - 80C
WallCling  - 810
Zair       - 814
U12        - 818
U13        - 81C

Robot's/ROB's IC-Constant offsets

U0(Jab??)  - 820
Jab        - 824
RapidJab   - 828
Ftilt      - 82C
Fsmash     - 830
MultiJump  - 834
Glide      - 838
Crawl      - 83C
DA>Crouch  - 840
WallJump   - 844
WallCling  - 848
Zair       - 84C
U12        - 850
U13        - 854

Pramai's IC-Constant offsets

U0(Jab??)  - 858
Jab        - 85C
RapidJab   - 860
Ftilt      - 864
Fsmash     - 868
MultiJump  - 86C
Glide      - 870
Crawl      - 874
DA>Crouch  - 878
WallJump   - 87C
WallCling  - 880
Zair       - 884
U12        - 888
U13        - 88C

Purin's/Jiggypuff's IC-Constant offsets

U0(Jab??)  - 890
Jab        - 894
RapidJab   - 898
Ftilt      - 89C
Fsmash     - 8A0
MultiJump  - 8A4
Glide      - 8A8
Crawl      - 8AC
DA>Crouch  - 8B0
WallJump   - 8B4
WallCling  - 8B8
Zair       - 8BC
U12        - 8C0
U13        - 8C4

Mewtwo's IC-Constant offsets

U0(Jab??)  - 8C8
Jab        - 8CC
RapidJab   - 8D0
Ftilt      - 8D4
Fsmash     - 8D8
MultiJump  - 8DC
Glide      - 8E0
Crawl      - 8E4
DA>Crouch  - 8E8
WallJump   - 8EC
WallCling  - 8F0
Zair       - 8F4
U12        - 8F8
U13        - 8FC

Roy's IC-Constant offsets

U0(Jab??)  - 900
Jab        - 904
RapidJab   - 908
Ftilt      - 90C
Fsmash     - 910
MultiJump  - 914
Glide      - 918
Crawl      - 91C
DA>Crouch  - 920
WallJump   - 924
WallCling  - 928
Zair       - 92C
U12        - 930
U13        - 934

Dr. Mario's IC-Constant offsets

U0(Jab??)  - 938
Jab        - 93C
RapidJab   - 940
Ftilt      - 944
Fsmash     - 948
MultiJump  - 94C
Glide      - 950
Crawl      - 954
DA>Crouch  - 958
WallJump   - 95C
WallCling  - 960
Zair       - 964
U12        - 968
U13        - 96C

ToonLink's IC-Constant offsets

U0(Jab??)  - 970
Jab        - 974
RapidJab   - 978
Ftilt      - 97C
Fsmash     - 980
MultiJump  - 984
Glide      - 988
Crawl      - 98C
DA>Crouch  - 990
WallJump   - 994
WallCling  - 998
Zair       - 99C
U12        - 9A0
U13        - 9A4

ToonZelda's IC-Constant offsets

U0(Jab??)  - 9A8
Jab        - 9AC
RapidJab   - 9B0
Ftilt      - 9B4
Fsmash     - 9B8
MultiJump  - 9BC
Glide      - 9C0
Crawl      - 9C4
DA>Crouch  - 9C8
WallJump   - 9CC
WallCling  - 9D0
Zair       - 9D4
U12        - 9D8
U13        - 9DC

ToonSheik's IC-Constant offsets

U0(Jab??)  - 9E0
Jab        - 9E4
RapidJab   - 9E8
Ftilt      - 9EC
Fsmash     - 9F0
MultiJump  - 9F4
Glide      - 9F8
Crawl      - 9FC
DA>Crouch  - A00
WallJump   - A04
WallCling  - A08
Zair       - A0C
U12        - A10
U13        - A14

Wolf's IC-Constant offsets

U0(Jab??)  - A18
Jab        - A1C
RapidJab   - A20
Ftilt      - A24
Fsmash     - A28
MultiJump  - A2C
Glide      - A30
Crawl      - A34
DA>Crouch  - A38
WallJump   - A3C
WallCling  - A40
Zair       - A44
U12        - A48
U13        - A4C

Dixie's IC-Constant offsets

U0(Jab??)  - A50
Jab        - A54
RapidJab   - A58
Ftilt      - A5C
Fsmash     - A60
MultiJump  - A64
Glide      - A68
Crawl      - A6C
DA>Crouch  - A70
WallJump   - A74
WallCling  - A78
Zair       - A7C
U12        - A80
U13        - A84

Snake's IC-Constant offsets

U0(Jab??)  - A88
Jab        - A8C
RapidJab   - A90
Ftilt      - A94
Fsmash     - A98
MultiJump  - A9C
Glide      - AA0
Crawl      - AA4
DA>Crouch  - AA8
WallJump   - AAC
WallCling  - AB0
Zair       - AB4
U12        - AB8
U13        - ABC

Sonic's IC-Constant offsets

U0(Jab??)  - AC0
Jab        - AC4
RapidJab   - AC8
Ftilt      - ACC
Fsmash     - AD0
MultiJump  - AD4
Glide      - AD8
Crawl      - ADC
DA>Crouch  - AE0
WallJump   - AE4
WallCling  - AE8
Zair       - AEC
U12        - AF0
U13        - AF4

Giga Koopa's/Giga Bowser's IC-Constant offsets

U0(Jab??)  - AF8
Jab        - AFC
RapidJab   - B00
Ftilt      - B04
Fsmash     - B08
MultiJump  - B0C
Glide      - B10
Crawl      - B14
DA>Crouch  - B18
WallJump   - B1C
WallCling  - B20
Zair       - B24
U12        - B28
U13        - B2C

Warioman's IC-Constant offsets

U0(Jab??)  - B30
Jab        - B34
RapidJab   - B38
Ftilt      - B3C
Fsmash     - B40
MultiJump  - B44
Glide      - B48
Crawl      - B4C
DA>Crouch  - B50
WallJump   - B54
WallCling  - B58
Zair       - B5C
U12        - B60
U13        - B64

Zakoboy's IC-Constant offsets

U0(Jab??)  - B68
Jab        - B6C
RapidJab   - B70
Ftilt      - B74
Fsmash     - B78
MultiJump  - B7C
Glide      - B80
Crawl      - B84
DA>Crouch  - B88
WallJump   - B8C
WallCling  - B90
Zair       - B94
U12        - B98
U13        - B9C

Zakogirl's IC-Constant offsets

U0(Jab??)  - BA0
Jab        - BA4
RapidJab   - BA8
Ftilt      - BAC
Fsmash     - BB0
MultiJump  - BB4
Glide      - BB8
Crawl      - BBC
DA>Crouch  - BC0
WallJump   - BC4
WallCling  - BC8
Zair       - BCC
U12        - BD0
U13        - BD4

Zakochild's IC-Constant offsets

U0(Jab??)  - BD8
Jab        - BDC
RapidJab   - BE0
Ftilt      - BE4
Fsmash     - BE8
MultiJump  - BEC
Glide      - BF0
Crawl      - BF4
DA>Crouch  - BF8
WallJump   - BFC
WallCling  - C00
Zair       - C04
U12        - C08
U13        - C0C

Zakoball's IC-Constant offsets

U0(Jab??)  - C10
Jab        - C14
RapidJab   - C18
Ftilt      - C1C
Fsmash     - C20
MultiJump  - C24
Glide      - C28
Crawl      - C2C
DA>Crouch  - C30
WallJump   - C34
WallCling  - C38
Zair       - C3C
U12        - C40
U13        - C44

MarioD's IC-Constant offsets

U0(Jab??)  - C48
Jab        - C4C
RapidJab   - C50
Ftilt      - C54
Fsmash     - C58
MultiJump  - C5C
Glide      - C60
Crawl      - C64
DA>Crouch  - C68
WallJump   - C6C
WallCling  - C70
Zair       - C74
U12        - C78
U13        - C7C



Important notes for Y values:
For Jabs and Ftilts, do not go over 3.
For FSmash, do not go over 2.
For Multijump, 1 is for normal jumpers, 2 is for true multi-jumpers like
For Rapid Jab, Glide, Crawl, WallJump, Wall Cling, Zair, and DA -> Crouch, 0 disables it, 1 enables it.

Extra codes in case of Issues


Code:
Individual Character No Entry Data: [IWasAPerson]
00AD80XX 00000000

XX = Character ID + 0x30

Code:
Individual Character No Result Data: [IWasAPerson]
00AD80YY 00000000

YY = Character ID + 0x68

Code:
Characters IDs:
00 Mario
01 Donkey Kong
02 Link
03 Samus
04 Yoshi
05 Kirby
06 Fox
07 Pikachu
08 Luigi
09 Captain Falcon
0A Ness
0B Bowser
0C Peach
0D Zelda
0E Sheik
0F Popo
10 (Nana)
11 Marth
12 Mr. Game & Watch
13 Falco
14 Ganondorf
15 Wario
16 Metaknight
17 Pit
18 Zero Suit Samus
19 Olimar
1A Lucas
1B Diddy Kong
1C Pokemon Trainer
1D Charizard
1E Squirtle
1F Ivysaur
20 Dedede
21 Lucario
22 Ike
23 Robot
24 (Pra-mai)
25 Jigglypuff
26 (Mewtwo)
27 (Roy)
28 (Dr. Mario)
29 Toon Link
2A (Toon Zelda)
2B (Toon Sheik)
2C Wolf
2D (Dixie)
2E Snake
2F Sonic
30 Giga Bowser
31 Warioman
32 Red Alloy
33 Blue Alloy
34 Yellow Alloy
35 Green Alloy
36 (Mario D)

And here's some example codes:

Code:
Mario Has No Entry Data:
00AD8030 00000000

Mario Has No Result Data:
00AD8068 00000000

Olimar Has No Entry Data
00AD8049 00000000

Lucas Has No Entry Data
00AD804A 00000000

King Dedede Has No Entry Data
00AD8050 00000000

Olimar Has No Result Data
00AD8081 00000000

Lucas Has No Result Data
00AD8082 00000000

Full No Entry/Result Data codes:
No Entry Data [Standardtoaster]
04AD8030 00000000
04AD8034 00000000
04AD8038 00000000
04AD803C 00000000
04AD8040 00000000
04AD8044 00000000
04AD8048 00000000
04AD8050 00000000
04AD8054 00000000
04AD805C 00000000

No Result Data [ssbbtailsfan]
04AD8068 00000000
04AD806C 00000000
04AD8070 00000000
04AD8074 00000000
04AD8078 00000000
04AD807C 00000000
04AD8080 00000000
04AD8084 00000000
04AD8088 00000000
04AD808C 00000000
04AD8090 00000000
04AD8094 00000000

PAL users have to use these codes for now.
XX has YY's IC-Constant [Dantarion, ported to PAL by standardtoaster]
C2853D88 00000003
2C0400XX 40820008
388000YY 1C040038
60000000 00000000

No Entry Data PAL[Standardtoaster]
06AD3E50 00000030
00000000 00000000
00000000 00000000
00000000 00000000
00000000 00000000
00000000 00000000
00000000 00000000

No Result Data PAL[Standardtoaster]
06AD3E88 00000030
00000000 00000000
00000000 00000000
00000000 00000000
00000000 00000000
00000000 00000000
00000000 00000000
14  Help & Tutorials / General Tutorials / Editing SSE Attributes for Dimwits - A reference for the rest of us on: April 12, 2011, 09:06:32 AM
Got a favorite PSA whose attributes are vastly different than the base character? Well follow this guide and all will be well in SSE.

First open the PSA in a hex editor, such as HxD, which I'll be using.

I'm using SDoom's shadow as an example.

The normal attributes start at 0x80 and end at 0x360 so highlight that area and copy.
The size of the selection should be 2E0, like the screen below.


Now put the cursor at Offset 0x364 and Paste Write.
The paste should NOT increase the file size and should never go past Offset 0x644


Save. Test. Done.
All in less than 1 minute.
15  Super Smash Bros. Brawl Hacking / General Hacking Discussion / Have you guys looked at ef_.pacs? on: April 07, 2011, 02:10:56 PM
I really think we should.

I noticed that while it is possible to switch effect.pacs when making characters, the ID needed to use them is the same.

For example, Gray Fox's electricity sparkles are ALWAYS the ID 00CB0002, Regardless of who he is over.
This works, but in the case of Gray Fox, if the AT is present, the effects get unloaded when the AT leaves, leaving only the white trail.

Is there something in memory or effect.pacs that control the file ID so that we can solve this issue?

Side note: We may be able to get Ike clones their own ExtGfx set working seperately from Ike when Ike is present if this goes well.
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