Gimp, Photoshop, or some other picture editing program. Make sure it works with transparency!
A way to take pictures of BrawlBox. (Windows7, or at least my computer, has the "Snipping Tool".
Notepad
Once we have these downloaded, we can get on with step 1:
Step 1: Creating Your Pose
Every perfect-pose CSP maker has a different pose for his character. This is often because they make there own pose! To make things easier, I keep all my models and animations in the same .pac. Staying organized will prevent you from losing anything. It also helps you access your files faster. Once you're organized and have a blank animation, view up your character in the old modset. Then click on that character's animation. In this version of the modset, you can click on one of the bones. A sphere will show up around it, you can rotate that sphere easily to make your pose. Do not ever edit the translation, only the rotation.
Now you can see your pose coming together! Your first pose will probably take the longest, as you'll have the least experience at it. After some work, your pose will be finished.
Of course there is an alternate way. If you don't want to make your own pose, view your character and open his MotionEtc.pac. Find an animation you like, and go to your favorite frame. Copy that frame and paste it over your animation.
Step 2: Taking Pictures
Open up your character in the old BrawlBox again. View the animation. Uncheck all the unnecessary polygons (other faces, final smash eyes, etc.), and now reset the camera. Don't zoom out with your mouse, or right click to move the camera up or down! Close all of the tabs and zoom out with the "-" key. Count the number of times you hit that key. Once your zoomed out, record the amount of times you zoomed out in notepad. Now use the up arrow key to scroll up. Count the amount of times you clicked that and record it, too. Take a picture of it.
Now close Brawlbox, and reopen your character and animation in the new Brawlbox modset. Zoom out and scroll up the amount of times that you did in the old modset. Take out all bad polygons. Take another picture.
Step 3: Editing For High Quality!
This step will be different for everyone. Every pose will have it's own flaws, so here's the step where you fix those! I'll use Mario as an example to point out some flaws. First up: Weird lighting. Even in your high quality new BrawlBox, there are flaws in the lighting. But, if you use the picture from the old BrawlBox, where the lighting doesn't try showing shadows like these, you can edit over them. (Ignore the hair.) Next flaw! Perhaps the hardest to fix, the eyes are also the biggest flaw. First step, fill in they eye sockets with white. Try blurring in the edges for extra effect. Now, edit in irises. This will be hard. But, TAKE YOUR TIME. People try to get away with low quality eyes. But, with enough practice, the eyes should get easier. Just take it one step at a time until they look natural. See how good it'll look in the end? If it helps you, you can use an in game picture to figure out the proper proportions of the eye. There are other flaws, too. Bad mouth lighting, awkward fur (Diddy and Dk), multiple eyes (Kirby), and more. Note that some people do extra edits like "burning" to improve the lighting. Make back-ups and feel free to experiment to find what you like best!
Step 4: Resizing
Now that we have the character looking as he, she, or it can get; it's time to resize to fit the boundaries of a CSP. I won't say much about this, as you should know how to resize stuff. However, there is one thing you need to do to make this work well. First, open up the same file you saved the information for the Brawl Box camera. Record the size of the character when it's resized to fit in the CSP. Remember that when resizing to only have the character selected and not any extra transparent stuff. Otherwise, making future CSPs will be a long game of guess and check. After resizing, you should be finished with your first perfect pose CSP! Congradulations!
Step 5: Battle Portaits
When you give KC-MM a CSP, some user is going to ask for a battle potrait. But, if your going to do all the work for perfect pose CSPs, you should attempt to make perfect pose BPs, too. It's really quite easy. Make a copy of your CSP in gimp (I'm assuming photoshop would work the same way). Then just drag and drop a Battle Portrait file over it. This will add the BP as a new layer. Delete most of the BP, leaving a small area. Use this small area to move and resize the BP layer over the area of the CSP you have planned to make BPs out of. Make sure to keep the BP's sides the same ratio. Now, fill in your BP layer white and your CSP layer black. In gimp's layer tab, right click the BP layer and merge it over the CSP. Now select and delet the white so that it's transparent. It should look something like this:
To make a BP, you just drag and drop this template over the CSP. Then you merge it over the CSP. Without saving, copy the area within the blank spot. Close the CSP. Now open a BP file, paste the selected part of the CSP, and resize to fit the BP's boundaries. If you kept the ratio correct, this should prevent any stretching on the BP.
Well that wasn't so hard, was it? Just five steps to making perfect pose CSP's! Go crazy. Feel free to post any questions or comments you have.
Okay, so I decided to make a tutorial to help people make use of the Tracklist Modifier code, and other music codes. I will be explaining and breaking down each code to help Brawl hackers who want more music! The final part of the tutorial will show helpful resources that you should use while editing the codes. Also, remember that if you use Riivolution check your XML for .brtsm locations. Gecko users put the songs here: pf -> sound -> strm ->
PART 1: The Tracklist Modifier Code This is code developed by Phantom Wings created to, well, modify tracklist. Here it is:
With this example you can break the code down. As you can see, the first 8 lines of the code don’t need to be changed. Then you get here:
161A47E8 000000LL << Bytes of data
Obviously, LL =Bytes of Data. But what does this mean? Well libertyernie used 64 instead of LL. That’s probably still not helpful. Luckily, I have worked with the Stage Expansion Code, which used a similar line… To find the Bytes of data, start by counting every line under this one (other than the E0000000 80000000). In the example there are 12.5 lines. You see, the 00’s in the 13th line don’t count. Bytes of data really is every set of two numbers, so with 8 sets per line, we now need to multiply the number of lines by 8. 12.5 x 8 = 100. Finally convert it to hex. 100 = 64!
Now on to the next lines. Where it says Default stages is where you can edit default stage tracklists. You can make any stage play another stage’s music! Where the code spams 2D is probably just a place holder. The first place where 2D appears divides Brawl and Melee stages, and the second divides Melee and expansion stages. DON’T CHANGE 2D TO ANOTHER NUMBER!
Now onto the expansion stage tracklist! In that line x1 = STGCUSTOM01, X2=STGCUSTOM02, etc. The tracklist must be of a default stage. Choose a stage with the number of songs you want. Hanenbow has more than one song, for the record. libertyernie uses Big Blue for all of his stages, because it only has 2 songs. When you run out of stages, use 00’s until the end of the line. To finish the code end with E0000000 80008000.
This is the code you will need to edit the songs. First off, remember it is actually two codes in one! You can divide it in half: 28708ceb 000000SS 28708d2e 0000XXXX 4A000000 90180F06 14000076 FF00YYYY E0000000 80008000
Or add more of it two the end to equal the amount of songs in that track. 28708ceb 000000SS 28708d2e 0000XXXX 4A000000 90180F06 14000076 FF00YYYY E0000000 80008000 28708ceb 000000ss 28708d2e 0000xxxx 4A000000 90180F06 14000076 FF00yyyy E0000000 80008000 28708ceb 000000SS 28708d2e 0000XXXX 4A000000 90180F06 14000076 FF00YYYY E0000000 80008000
But let’s assume you only have two songs. The uppercase placeholders represent the first half (one song), and the lowercase placeholders represent the second half (two songs). SS = The stage ID XXXX = The song in the track you want to replace YYYY = The song you want to replace it with There are 25 songs not used by stages, plus 4 menu songs, and SSE and victory theme songs. If you want more songs per expansion stage, you can make a default stage like Battlefield use Big Blue’s track, and give the custom stage Battefield’s now unused songs. It is also possible to give a stage one song with this code by replacing each song with the same new song.
It is possible to give a stage one song through this code, too. SS = Stage ID MMMM = The song you want the stage to play. This code works like the last code, but can only give one song and does not require the Tracklist Modifier. Technically, the Tracklist Modifier is already part of the game. The default code gives expansion stages Battlefield’s tracklist. So, in theory, this code should work with the Tracklist Modifier. I haven’t tested to be sure.
PART 4: Custom Song Engine Code's thread on smashboards here.
This does not add slots to stages, or do anything with My Music. DO NOT USE VALUES OVER 0000FFFF they will not work. What’s this? A code by Dantarian? Could it be… a way to add music slots!!! That’s right and it works with GeckoOS AND Riivolution!!! What it should do, with one of the above codes, is give you more music slots to work with. Meaning, YYYY in your code could now actually FFFF, or anything below that. Riivolution users may need to edit their XML, however. Basicly, the YYYY could be any 4-digit number, but to stay organized I suggest just staying in the 3000's. The .brtsm would be the 4 digits you chose, but with four 0's in front of it. For example, if you put ABCD in the code, the .brtsm would be 0000ABCD.brtsm. This code will easily work for you Gecko users, but for Riivolution, you'll need to edit your .xml. Here's what you should add if you use Beyond's .xml: <folder external="/private/wii/app/rsbe/pf/sound/sfx/" disc="/sound/sfx/" create="true" resize="true" /> But you might use this: <folder external="/brawlmods/sound/sfx/" disc="/sound/sfx/" create="true" resize="true" /> Basicly, the "folder external=" part is just your file path, and you always need the other stuff. Riivolution users, the file that you will put the CSE .brtsm's is in /sound/sfx. I'm not sure if Gecko users have to do this too.
PART 5: Resources When editing the codes you obviously won’t memorize ever ID. So, here’s a few things to help! Stage ID’s:
Credit to Phantomwings Tracklists: 00 Battlefield 01 Final Destination 02 Delphino 03 Luigi's Mansion 04 Mushroomy Kingdom (1-1) 05 Mushroomy Kingdom (1-2) 06 Mario Circuit 07 75m 08 Rumble Falls 09 Pirate Ship 0A Eldin Bridge 0B Norfair 0C Frigate Orpheon 0D Yoshi's Island 0E Halberd 0F Lylat Cruise 10 Pokemon Stadium 2 11 Spear Pillar 12 Port Town Aero Dive 13 Summit 14 Flat Zone 15 Castle Siege 16 WarioWare, inc. 17 Distant Planet 18 Skyworld 19 Mario Bros. 1A Newpork City 1B Smashville 1C Shadow Moses Island 1D Green Hill Zone 1E Pictochat 1F Hanenbow 20 Temple 21 Yoshi's Island 22 Jungle Japes 23 Onett 24 Green Greens 25 Pokemon Stadium 26 Rainbow Cruise 27 Corneria 28 Big Blue 29 Brinstar 2A Menu 2B Empty 2C Empty 2D Empty
Music ID List Posted by Klohona on Smahboards
Code:
Music ID List
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 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 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 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 2754 Flower Field 2755 Wildlands 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 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 2793 Humoresque of a Little Dog 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. 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 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) 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) 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 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) 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)
FINAL DESTINATION X05 - Final Destination T01 - Credits (Super Smash Bros.) T03 - Opening (Super Smash Bros. Melee) W25 - Final Destination (Melee) W31 - Giga Bowser (Melee)
DELFINO PLAZA A13 - Delfino Plaza A07 - Title / Ending (Super Mario World) A08 - Main Theme (New Super Mario Bros.) A14 - Ricco Harbor A15 - Main Theme (Super Mario 64)
LUIGI'S MANSION A09 - Luigi's Mansion Theme A06 - Castle / Boss Fortress (Super Mario World / SMB3) A05 - Airship Theme (Super Mario Bros. 3) Q10 - Tetris: Type A Q11 - Tetris: Type B
MUSHROOMY KINGDOM 1-1 A01 - Ground Theme (Super Mario Bros.) A16 - Ground Theme 2 (Super Mario Bros.) A10 - Gritzy Desert 1-2 A02 - Underground Theme (Super Mario Bros.) A03 - Underwater Theme (Super Mario Bros.) A04 - Underground Theme (Super Mario Land)
MARIO CIRCUIT A20 - Mario Circuit A21 - Luigi Circuit A22 - Waluigi Pinball A23 - Rainbow Road R05 - Mario Tennis/Mario Golf R14 - Excite Truck Q09 - Title (3D Hot Rally)
RUMBLE FALLS B01 - Jungle Level Ver.2 B08 - Jungle Level B05 - King K. Rool / Ship Deck 2 B06 - Bramble Blast B07 - Battle for Storm Hill B10 - DK Jungle 1 Theme (Barrel Blast) B02 - The Map Page / Bonus Level
BRIDGE OF ELDIN C02 - Main Theme (The Legend of Zelda) C09 - Ocarina of Time Medley C01 - Title (The Legend of Zelda) C04 - The Dark World C05 - Hidden Mountain & Forest C08 - Hyrule Field Theme C17 - Main Theme (Twilight Princess) C18 - The Hidden Village C19 - Midna's Lament
PIRATE SHIP C15 - Dragon Roost Island C16 - The Great Sea C07 - Tal Tal Heights C10 - Song of Storms C13 - Gerudo Valley C11 - Molgera Battle C12 - Village of the Blue Maiden C14 - Termina Field
NORFAIR D01 - Main Theme (Metroid) D03 - Ending (Metroid) D02 - Norfair D05 - Theme of Samus Aran, Space Warrior R12 - Battle Scene / Final Boss (Golden Sun) R07 - Marionation Gear
FRIGATE ORPHEON D04 - Vs. Ridley D08 - Vs. Parasite Queen D07 - Opening / Menu (Metroid Prime) D06 - Sector 1 D09 - Vs. Meta Ridley D10 - Multiplayer (Metroid Prime 2)
YOSHI'S ISLAND (BRAWL) E02 - Obstacle Course E07 - Obstacle Course (Winter) E01 - Ending (Yoshi's Story) E03 - Yoshi's Island E05 - Flower Field E06 - Wildlands
HALBERD F06 - Meta Knight's Revenge F01 - The Legendary Air Ride Machine F05 - Gourmet Race F04 - Butter Building F02 - King Dedede's Theme F12 - Squeak Squad Theme F07 - Vs. Marx F08 - 0² Battle F03 - Boss Theme Medley F10 - Checker Knights F09 - Forest / Nature Area F11 - Frozen Hillside
LYLAT CRUISE G10 - Space Armada G02 - Corneria G01 - Main Theme (Star Fox) G03 - Main Theme (Star Fox 64) G04 - Area 6 G11 - Area 6 Ver. 2 G05 - Star Wolf G09 - Star Wolf (Star Fox: Assault) G07 - Space Battleground G08 - Break Through the Ice Q12 - Tunnel Scene (X)
POKEMON STADIUM 2 H01 - Pokemon Main Theme H03 - Road to Viridian City (From Pallet Town / Pewter City) H02 - Pokemon Center H04 - Pokemon Gym / Evolution H05 - Wild Pokemon Battle! (Ruby / Sapphire)
PORT TOWN AERO DRIVE I01 - Mute City I03 - Fire Field I02 - White Land I04 - Car Select I05 - Dream Chaser I06 - Devil's Call in Your Heart I07 - Climb Up! And Get The Last Chance! I08 - Brain Cleaner I09 - Shotgun Kiss I10 - Planet Colors R09 - Golden Forest (1080° Snowboarding) W18 - Mach Rider (Melee)
CASTLE SIEGE J02 - Fire Emblem Theme J04 - With Mila's Divine Protection (Celica Map 1) J08 - Attack J06 - Preparing to Advance J07 - Winning Road - Roy's Hope J03 - Shadow Dragon Medley J13 - Ike's Theme J09 - Against the Dark Knight J10 - Crimean Army Sortie J11 - Power-Hungry Fool J12 - Victory is Near W17 - Fire Emblem (Melee)
WARIOWARE, INC. M01 - WarioWare, Inc. M02 - WarioWare, Inc. Medley M08 - Ashley's Song M07 - Ashley's Song (JP) M06 - Mike's Song M05 - Mike's Song (JP) M04 - Mona Pizza's Song M03 - Mona Pizza's Song (JP) M09 - MicroGame$ Theme 01 M10 - MicroGame$ Theme 02 M11 - MicroGame$ Theme 03 M12 - MicroGame$ Theme 04 M13 - MicroGame$ Theme 05 M15 - MicroGame$ Theme 06 M16 - MicroGame$ Theme 07 M17 - MicroGame$ Theme 08 M18 - MicroGame$ Theme 09
DISTANT PLANET L06 - Main Theme (Pikmin) L01 - World Map (Pikmin 2) L07 - Stage Clear / Title (Pikmin) L02 - Forest of Hope L04 - Ai no Uta L08 - Ai no Uta (French Version) L05 - Tane no Uta L03 - Environmental Noises R08 - Title (Big Brain Academy)
SMASHVILLE N01 - Title (Animal Crossing) N02 - Go K.K. Rider! N03 - 2:00 a.m. N06 - Town Hall and Tom Nook's Store N05 - The Roost N07 - K.K. Cruisin' N08 - K.K. Western N09 - K.K. Gumbo N10 - Rockin' K.K N11 - DJ K.K N12 - Condor
NEW PORK CITY K07 - Porky's Theme K09 - Unfounded Revenge / Smashing Song of Praise K08 - Mother 3 Love Theme K10 - You Call This a Utopia?! K05 - Humoresque of a Little Dog K01 - Snowman
MARIO BROS. A17 - Mario Bros. Q02 - Gyromite Q01 - Famicom Medley Q13 - Power-Up Music Q14 - Douchuumen (Nazo no Murasamejo)
FLAT ZONE 2 R04 - Flat Zone 2 Q04 - Chill (Dr. Mario) W14 - Flat Zone (Melee)
PICTOCHAT R02 - PictoChat R10 - Mii Channel R11 - Wii Shop Channel R15 - Brain Age: Train Your Brain in Minutes a Day R16 - Opening Theme (Wii Sports) R17 - Charge! (Wii Play) R13 - Shaberu! DS Cooking Navi R06 - Lip's Theme (Panel de Pon) W20 - Dr. Mario (Melee)
HANENBROW R03 - Hanenbrow?
SHADOW MOSES ISLAND S06 - MGS4 ~Theme of Love~ Smash Bros. Brawl Version S02 - Encounter S03 - Theme of Tara S08 - Battle in the Base 2849 S04 - Yell "Dead Cell" 4200 S07 - Cavern 5978 S05 - Snake Eater (Instrumental) S10 - Theme of Solid Snake S11 - Calling to the Night
GREEN HILL ZONE U01 - Green Hill Zone U04 - Angel Island Zone U02 - Scrap Brain Zone U03 - Emerald Hill Zone U06 - Sonic Boom U07 - Super Sonic Racing U08 - Open Your Heart U09 - Live & Learn U10 - Sonic Heroes U11 - Right There, Ride On U12 - HIS WORLD (Instrumental) U13 - Seven Rings In Hand
MENU X02 - Menu 1 X03 - Menu 2 W30 - Menu (Melee) X01 - Super Smash Bros. Brawl Main Theme
SUBSPACE EMISSARY Y01 - Adventure Map X17 - Adventure Map Ver. 2 Y02 - Step: The Plain Y03 - Step: The Cave Y04 - Step: Subspace Y09 - Jungle Theme (Donkey Kong Country) Y10 - Airship Theme (Super Mario Bros. 3) Y11 - Menu (Metroid Prime) Y13 - Brinstar (Metroid) Y14 - Step: Subspace Ver.2 Y15 - Step: Subspace Ver.3 Y05 - Boss Battle Song 1 Y07 - Boss Battle Song 2 Y08 - Save Point X27 - Credits Y16 - Ambient Y17 - Clear
VICTORY THEMES Z01 - Mario Series Z02 - Donkey Kong Series Z03 - Legend of Zelda Series Z04 - Metroid Series Z05 - Yoshi Z06 - Kirby Series Z07 - Star Fox Series Z08 - Pokémon Series Z10 - Captain Falcon Z11 - Mother Series Z16 - Ice Climbers Z17 - Fire Emblem Series Z18 - Mr. Game & Watch Z21 - Wario Z22 - Meta Knight Z23 - Pit Z25 - Olimar Z35 - R.O.B. Z46 - Solid Snake Z47 - Sonic The Hedgehog
OTHER X07 - Online Practice Stage X08 - Results Display Screen X09 - Tournament Registration X10 - Tournament Grid X11 - Tournament Match End X13 - Classic: Results Screen X15 - All-Star Rest Area X16 - Home-Run Contest X18 - Boss Battle X19 - Trophy Gallery X20 - Sticker Album / Album / Chronicle X21 - Coin Launcher X23 - Stage Builder X26 - Target Smash!! T05 - Master Hand X22 - Classic Mode Clear X06 - Alternate Results Screen? X24 - Nothing? Z50 - Continue Z51 - Game Over Z54 - New Feature 01 Z55 - New Feature 02 Z56 - New Feature 03 Z57 - New Feature 04 Z58 - New Feature 05 Credit goes to Jose Gallardo for the list. Fixes to the list are credited to Vyse. Added titles and organization are credited to omni destroyer.
(NOTE: The last 5 could either be part of the Custom Sound Engine, or be when you unlock something. I’m not sure) ----------------------------------------------------------------------------------------------------------------- Well that’s it for the tutorial! If you have any questions, feel free to post. Any feedback on the tutorial would be appreciated!
Hello KC-MM, Guamboy27 here sharing and taking requests for portraits. As of 8/2/11 the OP has been reorganized to make finding portraits you need, easier. If you can't find what you're looking for, feel free to request! Just remember to read the rules first. Also, Imgur has a few issues with saving the images. If you just save them, they may look funny in BrawlBox. If this happens you have to copy & paste the image over a new file, and save.
RULES
Limit of 5 requests total per person at a time. When I finish those requests, you can request more even if it's on the same day.
If the title says *Requests Closed*, all requests posted at the time will be ignored.
If you request a CSP/BP, please tell me if you want it in game or out of game. If you don't tell me, it will be in game by default.
Game Logo's and MenSelmarks are separate requests from SSS Stuff.
If you request a credits picture for a rare Pokemon or Assist Trophy, I might not get to it right away.
You need to post a link to the hack, or give both the name and the creator of the hack.
Requesting recolors will only count as one request, but will take longer.
You can now request perfect pose CSP's! But only for characters already done.
You can request me to make a full-team Pokemon Trainer CSP. To do so, I need links to all 4 hacks you want, or the 4 CSPs you want me to combine.
Requesting a CSP to be made in the new Brawl Box is now an option.
[/pre]
STATS
Total portraits: About 824 Perfect CSPs : 29 Hacks I've made CSP's for: 250 CSP's with BP's: 128 Requests done: 102 Stages I've made portraits for: 126 Past stages given their old icons: 68 CSS Names: 1 Standard CSS Icons: 8 Flaming blue CSS Icons: 2 Blue Thunder CSS Icons: 2 Red & Black CSS Icons: 2 Brawl- CSS Icons: 2 Melee CSS Icons: 2 Remade Melee CSP's: 4 Items: 6 Credits: 22 Stage Game Logos: 10 Stock Icons: 5 Franchise Icons: 2
Hey, I'm Guamboy27 and I've been enjoying my (introductionless :'() stay here. Although I'm obviously not the best stage hacker (or even close. A lot of other people's stages are really awesome!), I have picked up a lot of things about stages. So, I've made this tutorial to help out with all the others who are learning about stages. Of course, there's a lot of stuff so it's in two parts.
Table of Contents: First Half: Chapter 1: Introduction to Stages - Part 1: Things You'll Need to Stage Hack - Part 2: Resources that can Come in Handy - Part 3: Other Helpful Guides Chapter 2: Textures - Part 1: Just Texture Hacking - Part 2: 2D Stages - Part 3: A Note on Texture Renaming Chapter 3: Collisions - Part 1: Using Floors, Walls, Etc. - Part 2: Different Types of Collisions Chapter 4: The Usefulness of Brawlwall - Part 1: Boundaries - Part 2: Other Chapter 5: Replacing Stage Parts with Another Stage's Parts - Part 1: Main Platforms - Part 2: Background Swapping - Part 3: Lighting Swaps Second Half: Chapter 6: Positioning Non-Animated Parts Chapter 7: Animating Stage Parts - Part 1: Animating - Part 2: Attaching Collisions Chapter 8: Weather - Part 1: Snow, Rain, and Hail - Part 2: Fog Chapter 9: Using only Parts of a Model - Part 1: Transparency by Texture - Part 2: Bone Edits - Part 3: Deleting Polygons
Chapter 1: Introduction to Stages:
Part 1: Things You'll Need to Stage Hack: If you're going to do everything in this tutorial you'll need a variety of programs. - Brawlbox Modset 4.1 If there's another version of Brawlbox that you prefer that's OK, but this is needed for one or two parts. - BrawlWall This is needed for boundaries and spawning. - Gimp This is what I use, but you can use whatever you want for textures. - HxD The Hex Editor that I prefer. Used in Chapter 10.
Part 2: Resources That Come In Handy: These are just places that can be useful when making a stage. - SSE Stage List In case your importing a SSE stage, or there's a model from a SSE stage that you need. - Model Collab Thread If your making a stage with somebody in the background. - Filter Forge I was reading forums when somebody was looking for something involving stages, and ForOhFor (I think) posted this as a place to get textures. - Textures and Models Resouce Good for making stages based off other games.
Part 1: Just Texture Hacking: Texture hacking a stage is just like texture hacking a character. You want a good program like gimp or photoshop, and you want to already know how to use that program. A stage's textures are located in the TextureData[0] (or sometimes [1], [2], etc.). However, some ModelData - especially characters - have textures inside them. Each texture gets applied to a different part of a model. Sometimes, if you’re making a snowy or icy themed stage using a bunch of models textures can have the same name. For example, the name "ice01" can be found multiple times in the game. If you find that you have two models requiring the same name, you're able to rename the texture. That way the texture applies to only one model. Here's how... First rename the texture. Then go into the model, and find Materials1, Textures1, and (if it's there) Textures2. Find the old name in the model, and rename it to the new name. For example, if the old texture was "ice01" and you want "icy" you'd find "ic01" in the TextureData, and the model's Textures1 and Materials1. I'd then rename each of those to "icy".
Part 2: 2D Stages: Note: WackaAlpaca has a better 2D stage guide 2D stages are a great way to start. They can give texture, collision, and boundary experience. First of all, you need to download a 2D stage template here. When making a 2D stage you can just ignore the models. Know that the textures decide the stage. AsfSoldier.0 is the background and AsfTank.0 is the part you fight on. The blue dot in AsfTank.0 is around the spawning point, so unless you're editing spawn points keep a platform around there.
Part 3: A Note On Texture Renaming: Remember this when renaming textures...
You DO NOT rename the first name in the Materials. Click the + and rename the texture you find inside. YOU NEED TO KEEP THE FIRST TEXTURE'S NAME THE SAME!!! Also, do not rename anything in Materials2.
Chapter 3: Collisions:
Part 1: Using Floors, Walls, Etc.: In Brawlbox you can edit collisions. Just right-click -> preview the collision. The first thing you need to know about collisions is how to make more parts. Hold Alt, left click and drag. However, collisions require information to make them work. If you select a part and go into the bottom left corner. To select the type of collisions go to types. Floor is what you walk on and ceiling is what people collide into from underneath. A left wall is collided with from the right side of a platform, and the right wall is collided from the left of a platform (if that makes sense). The flags in the bottom left are important. Checking the fall-through doesn't work unless it's a floor type. It makes characters able to go through the floor. Ledges are used on floors also, and allow the floor to be grabbed. The floor has to be on the corner; the left ledge is on the left side of the platform and the right ledge vice versa. Clicking no walljump is for walls, making characters like Mario unable to jump off that wall and characters like Sheik unable to stick.
Part 2: Different Types of Collisions: Still in the bottom left, there's the Material of the collision. The Footsteps are quite similar and don't have much uniqueness to them. The Water material is misleading. It causes splashes at your feet, and does not make the object swimmable. The Ice (and Ice2) collision causes the platform have characters slide atop of it. NEVER use the crash material on stages that don't already have it.
Chapter 4: The Usefulness of BrawlWall:
Part 1: Boundaries: The boundaries of a stage involve two parts: the Camera and the Death Boundaries. Select the CamLimit0N, CamLimit1N, Dead0N, and Dead1N in the bottom left corner. Play around with the X and Y coordinates of the CamLimit0N, CamLimit1N, Dead0N, and Dead1N. Try to keep the death boundaries out side of the camera. When you finish and have boundaries that match your stage, don't save!!! Open Notepad and record the coordinates of each point. Then, without saving in Brawlwall, open the stage Brawlbox. Go to MiscData[100] and view the model. You'll see a bunch of green lines, bones. If you look at the bone names you'll find the boundary points! Here you can edit each point in Brawlbox. When you finish, you can finally save.
Part 2: Other: In BrawlWall you'll find a bunch of other coordinates. You'll find Item Spawn points, Character spawn points, and Final smash points. You can edit these the same way you edit boundaries, in case a platform gets in the way of the original point of one of these. But always remember, never save in Brawlwall. Copy the coordinates and redo them in Brawlbox.
Chapter 5: Replacing Stage Parts with Another Stage's Parts:
Part 1: Main Platforms: Many stages have a main platform for fighting on in the center of the stage. This single platform is often in ModelData[10] or ModelData[1]. If you want to swap main platforms with each other it's really easy. For this tutorial I'll be using an example from my stage Tabuu's Cruise. Let's start by opening up both stages in Brawlbox. Find the main platform, you'll know which it is by viewing it.
Next, find all the textures that apply to the new main platform...
If there are a lot of textures, write them down. X out of the preview and go to TextureData[0] within the same brawl box file and export them. Go to the other stage, and import them. Rename the textures from NewNode## to the names they used to have.
Now let's move on from the textures. Export either the model of the new main platform or (if it's animated) the ModelData. Go to the stage who is getting a the new main platform and find the platform you are replacing. If it's just a model, right click and replace the model. If you exported the ModelData, right click -> replace the old model's ModelData with the new ModelData. Now you still have one last thing to do. Go to collisions and use Chapter 3 to create appropriate collisions. When done, save your platform-swapped stage! Go and test. Here's Pirate Ship given Tabuu's platform: You can download here.
Part 2: Background Swapping: Now, after swapping the main platform you may want to swap the background also. It's actually almost the same thing! Backgrounds are generally in ModelData[0] or [1]. Find the textures of the new background and export; then export the model or, if it's an animated background, the ModelData. Then do the whole replacing thing again. This time, you don't have to edit collisions. If this isn't clear, see Chuy's guide to stages for more details on swapping backgrounds.
Part 3: Lighting Swaps: Lighting is the easiest thing to swap. Each stage, you see, has a SceneData[0]. To swap lighting, export one stages SceneData, and replace another stages with it. Be careful though, because stages have specific names for the first MiscData inside of the SceneData. Make sure to check for the stage-who's-getting-the-lighting-swapped's name.
Well, there's part 1 of 2. The part 2 will be coming soon. I hope this helps!
The Gate, or Portal, of Truth from FMA! It's based off of Ed's portal's look in Fullmetal Alchemist Brotherhood, not the first series. And of course, it's open for the whole fight. I don't have a close up picture, but the Truth is sitting down in the middle of the stage. Or rather, a textured and bone edited Pokemon Trainer to look like the Truth Also, the download includes a Beta Version of the stage with animated vines coming from the gate, representing the hands. I plan on updating this stage in the future, with many hands coming out, animated and looking proper. Right now the animation doesn't look quite right and there's only two vines.
Based off the first stage of Donkey Kong Country, it's Jungle Hijinx! I used lighting and parts from Melee's Jungle Japes, textures from N64's Kongo Jungle, and the main model is from Brawl's SSE Jungle! I might make a revamp in the future, the right side of the stage is pretty empty right now. http://i.imgur.com/tbCjIs.jpg It's DK's tree house! http://i.imgur.com/2XfA8s.jpg Recognize these guys from Jungle Japes?
Target Test Stages 2-5:
I've finally got the other Target Test stages imported! I may need to do some work on the moving platforms in two of the stages. But all stages are fully playable over Final Destination. Pics: http://i.imgur.com/7CeWms.jpg A beautiful arctic sky! http://i.imgur.com/7CeWm.jpg
Target Test 1:
A simple import. How was this not on the vault before I did this??? Download
Brawls here can last a really long time, especially with a CPU. So remember, NEVER do a 99 live battle here... The reasons it's best when Brawling friends is because CPUs take the battle downstairs where KO's require good grabs or combos that can carry them to the gap in the right.
Ice Temple:
Temple gets a new look and feel. This was my 2010 Christmas Present to the vault! Download
The pictures tell a lot. The "jail" area can't be walljumped or clung to and on the far right you can be buried in the snow! And yes, it's snowing! This was relatively easy because all the building textures have a bluer version in the same file.
Realm of Illusion:
This is the result of me experimenting with 2D stages. It includes a color-changing-extended (v 2.1) version and a sort of "default" (v 1.1) version. As I typed this, I just realized why the color changes. This is one side affect of using Brawlwall. Other side effects of Brawlwall may include nausea, dizziness, the wanting to quit stage making.... Anyway, this side effect actually didn't harm me, and was actually kind of cool.
Tabuu's Cruise:
A stage I made as soon as the idea popped into my mind. I just swapped the ship with Tabuu's stage. The hazards are still there along with the water.
More stages coming soon!!!
Stage Projects: Summers:
I kinda promised this stage to MANSTA8 and all the other Earthbound fans...
I keep my promises. As you can see, I won't be using Delfino Plaza anymore. If I build every building block by block, I can have more freedom to make it more accurate. And that's exactly what I'm going to do! Obviously, still a lot of work to do, but I hope you Earthbound fans can tell what stage this is!
Icicle Mountain:
I've decided to remake the Ice Climbers only stage in Melee: Icicle Mountain. As the title says, the stage is still in its early versions. But before I go into what I still have to do, here's a video:
Well, you can see that it still needs a lot of work, but here's whats going on: What I'm Currently Doing:
- Making snow less rapid - Giving a more Melee like background
What I have to do in the Future:
- Re-texture to match Melee - Make collisions icy where it's necessary - Give a little more fog - Port to Mushroomy Kingdom (ForOhForError's idea)
What I have done:
- Imported a base for the stage - Added snow - Made camera larger (BloodHunter's Idea) - Animated the stage - Give enough time for characters to spawn - Made ladders usable
If possible, I'd greatly appreciate (and give credit to) anyone who has and is willing to give me the Melee textures for Icicle Mountain. Well, that's all I have to say for now. I'll try to update whenever I make more progress.
Flat Zone:
After Summers glitched up, I didn't give up. I'm trying to fix it, but I did need something to cheer me up....
Onett Retextured Using Actual Sprites from the game (Earthbound)
Distortion World (Pokemon Platinum)
3D Realm Of Illusion (3D version of my first 2D stage)
Scrapped Projects: :'( Summers (Attempt 1):
As a request for MANSTA8 I'm making this stage...
From:
To: Yeah, so I think he's going to do the textures...
--------------------------------------------------------------------------------------------------------------------------------------- That's it for my stages, comments, constructive criticism, and suggestions would be appreciated!