Brawlbox Resources & History

Started by BlackJax96, December 14, 2010, 03:39:11 AM

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The project M hackers will warship you as a god XD
BTW
Maybe now you could look around through the brsar files that are .dat when you extract them and make a .dat to wav/mp3 converter :D

i am sure Project: M will make Dr. Mario :D with a real model(not vertex) now
I Dont Take Requests & Dont Do Brawl Mods anymore Maybe Sm4sh modz later

Quote from: NaruZeldaMaster on May 16, 2011, 06:20:18 PM
The project M hackers will warship you as a god XD
BTW
Maybe now you could look around through the brsar files that are .dat when you extract them and make a .dat to wav/mp3 converter :D

I don't think that's the same DAT format >_>

unless the format goes through a large heirarchy structure...

[spoiler]Quote: Friedslick6
you have been through a lot of hassle. I've watched every topic you posted on this, and most of them seemed to disintegrate gradually.
But the coolest part was that you didn't stop working on it despite that.

Quote: Internet Explorer
you're doing more with your life right now than probably most other people around you. You're a valuable asset to the Smash community. So yeah, you should be proud.

quote: Greg
You do have a gift which I've seen many developers use to their advantage. You can become a great coder, and with all of those ideas I think you can really build something great.

i found a site with alot of Melee char. models From afew days since (and yes it is in .dae format for make anything easyer :D) but the problem is now formated PC and not saved the site and can´t find it
i think there are ripped with 3d ripper DX
I Dont Take Requests & Dont Do Brawl Mods anymore Maybe Sm4sh modz later

Quote from: MarioDK on May 16, 2011, 06:29:52 PM
i found a site with alot of Melee char. models From afew days since (and yes it is in .dae format for make anything easyer :D) but the problem is now formated PC and not saved the site and can´t find it
i think there are ripped with 3d ripper DX
that sounds like the old-style Melee ripping... heh

for those who are interested in the tecnical info of the DAT format,
you can keep watch on this thread:
http://www.smashboards.com/showthread.php?p=12719053

either Revel or I will be UD-ing that thread...
mainly me answering my own Q's XDD

[spoiler]Quote: Friedslick6
you have been through a lot of hassle. I've watched every topic you posted on this, and most of them seemed to disintegrate gradually.
But the coolest part was that you didn't stop working on it despite that.

Quote: Internet Explorer
you're doing more with your life right now than probably most other people around you. You're a valuable asset to the Smash community. So yeah, you should be proud.

quote: Greg
You do have a gift which I've seen many developers use to their advantage. You can become a great coder, and with all of those ideas I think you can really build something great.

Well of course it's a different kind of DAT file, cause it comes from a SOUND archive instead of a Model one :l

I just figured if you understood one .dat format it wouldn't be too long before you figured out the other one :P
Cause like, it's just sound bytes written in a weird way right? We just have to unscramble the data or something and reasimble it in wav format :l

Quote from: NaruZeldaMaster on May 16, 2011, 07:28:57 PM
Well of course it's a different kind of DAT file, cause it comes from a SOUND archive instead of a Model one :l

I just figured if you understood one .dat format it wouldn't be too long before you figured out the other one :P
Cause like, it's just sound bytes written in a weird way right? We just have to unscramble the data or something and reasimble it in wav format :l

I may as well decipher an MP3 file then :P

when deciphering data, the extension means nothing...

a DAT file could be an MDL0 in disguise
think about that :/

[spoiler]Quote: Friedslick6
you have been through a lot of hassle. I've watched every topic you posted on this, and most of them seemed to disintegrate gradually.
But the coolest part was that you didn't stop working on it despite that.

Quote: Internet Explorer
you're doing more with your life right now than probably most other people around you. You're a valuable asset to the Smash community. So yeah, you should be proud.

quote: Greg
You do have a gift which I've seen many developers use to their advantage. You can become a great coder, and with all of those ideas I think you can really build something great.

Um
true
but this is a DAT file coming from a SOUND archive, located where the SOUNDS and MUSIC are kept inside the games iso image. Unless it was something that showed up when a spasific sound was played, I doubt it would have an mdlo. :l

Quote from: NaruZeldaMaster on May 16, 2011, 08:34:57 PM
Um
true
but this is a DAT file coming from a SOUND archive, located where the SOUNDS and MUSIC are kept inside the games iso image. Unless it was something that showed up when a spasific sound was played, I doubt it would have an mdlo. :l


ecaxtly :/

so asking me to decipher that is kinda pointless...

[spoiler]Quote: Friedslick6
you have been through a lot of hassle. I've watched every topic you posted on this, and most of them seemed to disintegrate gradually.
But the coolest part was that you didn't stop working on it despite that.

Quote: Internet Explorer
you're doing more with your life right now than probably most other people around you. You're a valuable asset to the Smash community. So yeah, you should be proud.

quote: Greg
You do have a gift which I've seen many developers use to their advantage. You can become a great coder, and with all of those ideas I think you can really build something great.

So if you get to the point of converting a Melee model to mdl0 format, would it also be possible to convert the animation data from Melee to chr0 format?

Quote from: ds22 on May 16, 2011, 08:53:25 PM
So if you get to the point of converting a Melee model to mdl0 format, would it also be possible to convert the animation data from Melee to chr0 format?

yep :)

melee's char animations are in Pl**Aj.dat

the contents are simply multiple DAT files stacked on top of each other

unless... >_>
doesn't CHR0 reference bones by their names??
because the DAT references by an index offset

and let's not forget...
melee's chars have no strings
the only strings there are is at the end of the file...
and those are for the base nodes...

PlyPichu5k_Share_joint

^that's the base node for Pichu's model

[spoiler]Quote: Friedslick6
you have been through a lot of hassle. I've watched every topic you posted on this, and most of them seemed to disintegrate gradually.
But the coolest part was that you didn't stop working on it despite that.

Quote: Internet Explorer
you're doing more with your life right now than probably most other people around you. You're a valuable asset to the Smash community. So yeah, you should be proud.

quote: Greg
You do have a gift which I've seen many developers use to their advantage. You can become a great coder, and with all of those ideas I think you can really build something great.

Quote from: Tcll on May 16, 2011, 09:00:24 PM

yep :)

melee's char animations are in Pl**Aj.dat

the contents are simply multiple DAT files stacked on top of each other

unless... >_>
doesn't CHR0 reference bones by their names??
because the DAT references by an index offset

and let's not forget...
melee's chars have no strings
the only strings there are is at the end of the file...
and those are for the base nodes...

PlyPichu5k_Share_joint

^that's the base node for Pichu's model

:o

well, here's an issue I'm having :/

['', '', '', '', '', '', '', '', '', '36', '6', '', '', '14852', '', '', '', '', '', '']
['', '', '', '', '', '', '', '', '', '36', '6', '', '', '14852', '', '', '', '', '', '']
['', '', '', '', '', '', '', '', '', '36', '6', '', '', '14852', '', '', '', '', '', '']
['', '', '', '', '', '', '', '', '', '36', '6', '', '', '14852', '', '', '', '', '', '']
['', '', '', '', '', '', '', '', '', '36', '6', '', '', '14852', '', '', '', '', '', '']
['', '', '', '', '', '', '', '', '', '36', '6', '', '', '14852', '', '', '', '', '', '']
['', '', '', '', '', '', '', '', '', '36', '6', '', '', '14852', '', '', '', '', '', '']
['', '', '', '', '', '', '', '', '', '36', '6', '', '', '14852', '', '', '', '', '', '']
['', '', '', '', '', '', '', '', '', '36', '6', '', '', '14852', '', '', '', '', '', '']
['', '', '', '', '', '', '', '', '', '36', '6', '', '', '14852', '', '', '', '', '', '']

it's seeming to only read the first facepoint value

I've almost got it fully working (for model progress (not materials or anything else))
it reads the verts and other vectors just fine :)
that's the only error I'm having so far...

it's a simple fix...
just need to seek to the current facepoint before reading it... XD

EDIT:
hmm... maybe this fix isn't quite as simple as I thought...
ok...
I'll have to redo every function and add a few vars, but it should work ;)

[spoiler]Quote: Friedslick6
you have been through a lot of hassle. I've watched every topic you posted on this, and most of them seemed to disintegrate gradually.
But the coolest part was that you didn't stop working on it despite that.

Quote: Internet Explorer
you're doing more with your life right now than probably most other people around you. You're a valuable asset to the Smash community. So yeah, you should be proud.

quote: Greg
You do have a gift which I've seen many developers use to their advantage. You can become a great coder, and with all of those ideas I think you can really build something great.

I'll just leave this here :P

['', '', '', '', '', '', '', '', '', '211', '1167', '', '', '6', '', '', '', '', '', '']
['', '', '', '', '', '', '', '', '', '40', '1210', '', '', '27', '', '', '', '', '', '']
['', '', '', '', '', '', '', '', '', '21', '1166', '', '', '5', '', '', '', '', '', '']
['', '', '', '', '', '', '', '', '', '42', '1213', '', '', '31', '', '', '', '', '', '']
['', '', '', '', '', '', '', '', '', '42', '1213', '', '', '31', '', '', '', '', '', '']
['', '', '', '', '', '', '', '', '', '210', '1211', '', '', '28', '', '', '', '', '', '']
['', '', '', '', '', '', '', '', '', '40', '1210', '', '', '27', '', '', '', '', '', '']
['', '', '', '', '', '', '', '', '', '39', '1209', '', '', '34', '', '', '', '', '', '']
['', '', '', '', '', '', '', '', '', '40', '1210', '', '', '27', '', '', '', '', '', '']
['', '', '', '', '', '', '', '', '', '38', '1208', '', '', '35', '', '', '', '', '', '']
['', '', '', '', '', '', '', '', '', '211', '1167', '', '', '6', '', '', '', '', '', '']
['', '', '', '', '', '', '', '', '', '32', '1168', '', '', '22', '', '', '', '', '', '']
['', '', '', '', '', '', '', '', '', '13', '1', '', '', '53252', '', '', '', '', '', '']
['', '', '', '', '', '', '', '', '', '27', '1', '', '', '9220', '', '', '', '', '', '']
['', '', '', '', '', '', '', '', '', '400', '1', '', '', '8964', '', '', '', '', '', '']
['', '', '', '', '', '', '', '', '', '26', '1', '', '', '8708', '', '', '', '', '', '']
['', '', '', '', '', '', '', '', '', '25', '1', '', '', '8196', '', '', '', '', '', '']
['', '', '', '', '', '', '', '', '', '24', '1', '', '', '8708', '', '', '', '', '', '']
['', '', '', '', '', '', '', '', '', '25', '1', '', '', '8452', '', '', '', '', '', '']
['', '', '', '', '', '', '', '', '', '34', '1', '', '', '8708', '', '', '', '', '', '']
['', '', '', '', '', '', '', '', '', '25', '1', '', '', '2820', '', '', '', '', '', '']
['', '', '', '', '', '', '', '', '', '10', '1', '', '', '8708', '', '', '', '', '', '']
['', '', '', '', '', '', '', '', '', '25', '1', '', '', '54788', '', '', '', '', '', '']
['', '', '', '', '', '', '', '', '', '43', '1', '', '', '9220', '', '', '', '', '', '']
['', '', '', '', '', '', '', '', '', '400', '38913', '', '', '13056', '', '', '', '', '', '']
['', '', '', '', '', '', '', '', '', '3077', '38913', '', '', '2560', '', '', '', '', '', '']
['', '', '', '', '', '', '', '', '', '6149', '42753', '', '', '4096', '', '', '', '', '', '']
['', '', '', '', '', '', '', '', '', '54021', '43521', '', '', '4608', '', '', '', '', '', '']
Traceback (most recent call last):
  File "C:\model_convert\UMC_v2.6b.pyw", line 154, in <module>
    for module in imported_modules: module.impt(imfl,imkey,debug)#import
  File "C:\model_convert\plugins\melee_dat.py", line 268, in impt
    if (node[1]).split('_')[2] == 'joint': JOBJ(node[0])
  File "C:\model_convert\plugins\melee_dat.py", line 230, in JOBJ
    if data != 0: DOBJ(data)
  File "C:\model_convert\plugins\melee_dat.py", line 208, in DOBJ
    if next != 0: DOBJ(next)
  File "C:\model_convert\plugins\melee_dat.py", line 208, in DOBJ
    if next != 0: DOBJ(next)
  File "C:\model_convert\plugins\melee_dat.py", line 208, in DOBJ
    if next != 0: DOBJ(next)
  File "C:\model_convert\plugins\melee_dat.py", line 208, in DOBJ
    if next != 0: DOBJ(next)
  File "C:\model_convert\plugins\melee_dat.py", line 208, in DOBJ
    if next != 0: DOBJ(next)
  File "C:\model_convert\plugins\melee_dat.py", line 208, in DOBJ
    if next != 0: DOBJ(next)
  File "C:\model_convert\plugins\melee_dat.py", line 208, in DOBJ
    if next != 0: DOBJ(next)
  File "C:\model_convert\plugins\melee_dat.py", line 208, in DOBJ
    if next != 0: DOBJ(next)
  File "C:\model_convert\plugins\melee_dat.py", line 208, in DOBJ
    if next != 0: DOBJ(next)
  File "C:\model_convert\plugins\melee_dat.py", line 208, in DOBJ
    if next != 0: DOBJ(next)
  File "C:\model_convert\plugins\melee_dat.py", line 208, in DOBJ
    if next != 0: DOBJ(next)
  File "C:\model_convert\plugins\melee_dat.py", line 208, in DOBJ
    if next != 0: DOBJ(next)
  File "C:\model_convert\plugins\melee_dat.py", line 208, in DOBJ
    if next != 0: DOBJ(next)
  File "C:\model_convert\plugins\melee_dat.py", line 208, in DOBJ
    if next != 0: DOBJ(next)
  File "C:\model_convert\plugins\melee_dat.py", line 208, in DOBJ
    if next != 0: DOBJ(next)
  File "C:\model_convert\plugins\melee_dat.py", line 208, in DOBJ
    if next != 0: DOBJ(next)
  File "C:\model_convert\plugins\melee_dat.py", line 208, in DOBJ
    if next != 0: DOBJ(next)
  File "C:\model_convert\plugins\melee_dat.py", line 208, in DOBJ
    if next != 0: DOBJ(next)
  File "C:\model_convert\plugins\melee_dat.py", line 208, in DOBJ
    if next != 0: DOBJ(next)
  File "C:\model_convert\plugins\melee_dat.py", line 208, in DOBJ
    if next != 0: DOBJ(next)
  File "C:\model_convert\plugins\melee_dat.py", line 208, in DOBJ
    if next != 0: DOBJ(next)
  File "C:\model_convert\plugins\melee_dat.py", line 208, in DOBJ
    if next != 0: DOBJ(next)
  File "C:\model_convert\plugins\melee_dat.py", line 208, in DOBJ
    if next != 0: DOBJ(next)
  File "C:\model_convert\plugins\melee_dat.py", line 208, in DOBJ
    if next != 0: DOBJ(next)
  File "C:\model_convert\plugins\melee_dat.py", line 208, in DOBJ
    if next != 0: DOBJ(next)
  File "C:\model_convert\plugins\melee_dat.py", line 208, in DOBJ
    if next != 0: DOBJ(next)
  File "C:\model_convert\plugins\melee_dat.py", line 208, in DOBJ
    if next != 0: DOBJ(next)
  File "C:\model_convert\plugins\melee_dat.py", line 208, in DOBJ
    if next != 0: DOBJ(next)
  File "C:\model_convert\plugins\melee_dat.py", line 208, in DOBJ
    if next != 0: DOBJ(next)
  File "C:\model_convert\plugins\melee_dat.py", line 208, in DOBJ
    if next != 0: DOBJ(next)
  File "C:\model_convert\plugins\melee_dat.py", line 208, in DOBJ
    if next != 0: DOBJ(next)
  File "C:\model_convert\plugins\melee_dat.py", line 208, in DOBJ
    if next != 0: DOBJ(next)
  File "C:\model_convert\plugins\melee_dat.py", line 208, in DOBJ
    if next != 0: DOBJ(next)
  File "C:\model_convert\plugins\melee_dat.py", line 208, in DOBJ
    if next != 0: DOBJ(next)
  File "C:\model_convert\plugins\melee_dat.py", line 208, in DOBJ
    if next != 0: DOBJ(next)
  File "C:\model_convert\plugins\melee_dat.py", line 208, in DOBJ
    if next != 0: DOBJ(next)
  File "C:\model_convert\plugins\melee_dat.py", line 210, in DOBJ
    if polygon != 0: POBJ(polygon)
  File "C:\model_convert\plugins\melee_dat.py", line 140, in POBJ
    fp4,l4 = facepoint(attr,pos); pos += l4
  File "C:\model_convert\plugins\melee_dat.py", line 110, in facepoint
    verts.append(vector(vinput+(int(vert)*vstride),vdtype,vmult,3))
  File "C:\model_convert\plugins\melee_dat.py", line 56, in vector
    if vec == 3: return [str(NC.GXCDEF(dtype,mult,fr)),str(NC.GXCDEF(dtype,mult,fr)),str(NC.GXCDEF(dtype,mult,fr))]
  File "C:\model_convert\plugins\NtdoCmn.py", line 14, in GXCDEF
    if dtyp==3 :return C.rsi(fr.read(2))/pow(float(2),mult) #fixed point si16
  File "C:\model_convert\plugins\Cmn.py", line 13, in rsi
    def rsi(this): return int(long(this.encode('hex'),16)-2**32) #return a signed 8bit, 16bit, or 32bit int
ValueError: invalid literal for long() with base 16: ''


still not quite reading properly :-\

EDIT:
sry for 0% explanation XD

that above would be Pichu's face data

the error exists because of a mis-read index >_>

to get the verts you need,
you have to search for them using the index from the faces...

vinput+(vert*vstride) would take you to the exact offset of the current vert

'vinput' is the data offset to the vert data
'vert' is the current vert index
'vstride' is the length of the vert data (for a single vert)

so yeh...
it's reading from over the end of the data stream... heh

[spoiler]Quote: Friedslick6
you have been through a lot of hassle. I've watched every topic you posted on this, and most of them seemed to disintegrate gradually.
But the coolest part was that you didn't stop working on it despite that.

Quote: Internet Explorer
you're doing more with your life right now than probably most other people around you. You're a valuable asset to the Smash community. So yeah, you should be proud.

quote: Greg
You do have a gift which I've seen many developers use to their advantage. You can become a great coder, and with all of those ideas I think you can really build something great.

So how close would you say you are to being able to convert a stage from melee to brawl?