[Collab][Help needed]Editing SSE Stages

Started by ForOhFor Error, March 19, 2011, 11:44:52 PM

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March 19, 2011, 11:44:52 PM Last Edit: March 27, 2011, 02:25:24 PM by ForOhFor Error
No, I'm not talking about porting SSE stages to other areas, or about texture hacking SSE stages.
I'm talking about completely redesigning SSE stages into courses with objectives, editing all of the SSE-exclusive items and objects (reward cubes, extra lives, the launch pads, barrel launchers, the switches especially, and the doors) while doing so.

Imagine, being able to create a tough course where 2 players cooperate to get to the end!
Or a 1 or 2 player capture-the-flag game!

So, here's what we need to find how to do:

1. Porting stage models INTO SSE stages.
2. Moving locations of special objects.
3. Putting special objects in that were never there before.
4. Adding enemies.
5. Importing bosses.
6. Editing switch effects.
7. Changing the linking of doors/areas.
8. Changing win conditions.

This thread contains a list of SSE stages, and their numbers:
http://forums.kc-mm.com/index.php?topic=3609.0

Let's start with trying to make the Midair Stadium (Primid battle, file number is 030001) have Hyrule Temple's Model, and making the enemies spawn in different locations.

FC: 2191-7379-6272

March 19, 2011, 11:48:05 PM #1 Last Edit: March 20, 2011, 02:41:41 PM by ForOhFor Error
INFO SO FAR:

Common Access:
It seems that every SSE stage is able to access the contents of adventure_common.arc
This contains data for the primid enemies, and the Items exclusive to SSE (The bird you catch, the key, the koopa shell, the trophy stand, and the 1-up).
How the stages access these is unknown as of yet.

Loading Data:
The first ARC in the .PAC file (named <stage number>_1) appears to contain what the stage needs to load that's not from adventure_common.arc
This includes enemies, and may contain enemy locations, though I'm not quite sure about that...

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YES! I approve of this idea! I wanted people to do more with SSE... *I wish I could have done that with SSE Glitch City... Although, thanks to MarioKing, he replaced the Porky Statue with the Spider Mech, and I replaced the Porky Bots with Red. XD*

But yeah, I really hope this picks up, I've been wanting new levels for SSE. :)

Finally! This would be so awesome. Unlike what I feel most people feel, my favorite part of Brawl is SSE. I really like having all those characters to play with in a Platformer game similar to Kirby and such. After having beaten it so many times, I would like a "Second Quest".

March 20, 2011, 02:46:43 PM #4 Last Edit: March 20, 2011, 03:14:49 PM by ForOhFor Error
Yeah, same here.
What I'd really like to investigate is the MiscData[30]s and MiscData[31]s in the 030001_1 archive.

But BrawlBox can't export them >.>

EDIT:

It looks like each MiscData[30] contains:
00 01 00 1E 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
And each MiscData[31] contains:
00 01 00 1F 00 00 00 00 00 00 00 01 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00

So, not sure where that fits in.

EDIT 2:

The MiscData[0] in <stage number>_1's Enm<EnemyName> Looks like it contains AI, it may contain starting location, as well...

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QuoteThe MiscData[0] in <stage number>_1's Enm<EnemyName> Looks like it contains AI, it may contain starting location, as well...
Scratch that, loading an enemy/boss in the first .arc doesn't place the enemy/boss ingame. I've tried.

BTW, since the stages don't each have a .rel, anything that's possible on one should be possible on another.
What's more, since loading different enemies doesn't affect other stages, it's possible to make enemies have custom models in one stage, then have default ones in another.

Come on, guys, I need help with this stuff...

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Ok now i wish i really had the time to learn more in BrawlBox... This sounds so damn awesome!

Yeah, I haven't been getting far, though...

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March 22, 2011, 10:35:31 PM #8 Last Edit: March 22, 2011, 10:36:56 PM by EternalYoshi
If you look into the first archive, you can find not only the model and animations of the bosses, but the special moveset files too.

I think it's in the pac called Enm(Insert Boss Name Here).

I'll look more into this later.

Would PSA work on it, or no?
Strange nobody's looked at these files in an organized way...

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If PSA on bosses would work that would be cool :D

me aproves!!!

of course it would be a hell to model a whole sse level, but it should be possible to combine already existing stages, shouldnt it?
like importing a horizontal mirored corneria, after that u go to temple, than continue to.......etc

would be cool ^^

Quote from: jokemon on March 23, 2011, 05:44:28 PM
me aproves!!!

of course it would be a hell to model a whole sse level, but it should be possible to combine already existing stages, shouldnt it?
like importing a horizontal mirored corneria, after that u go to temple, than continue to.......etc

would be cool ^^

Yeah, and of course you could use a combo of stage-builder blocks and pre-built SSE stages.

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I support this thread, cuz I've always wanted different SSE Stages ;D
However, finding out what the different (unsupported) miscdatas do is going to take a lot of work :-\
3DS FC: 5370-0958-4818
Wii U NNID: Doraleus

:/
That it is.
Which is why I need help doing it.

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