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« on: November 15, 2011, 04:58:58 PM » |
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It's a shame that we've been hacking this game for quite a while, but no one has looked into SSE files.
This collab will hopefully get us enough information to start changing them. The eventual goal being a full editor of SSE files, able to set enemy spawn points, put in obstacles, etc.
If you want to contribute, just start posting whatever findings you can!
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« Last Edit: March 24, 2014, 01:26:23 PM by ForOhFor Error »
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FC: 2191-7379-6272
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« Reply #1 on: November 15, 2011, 05:01:58 PM » |
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INFORMATION:-The first division of all stage files appears to be enemies you have to load all the information of to use. Melee stages also have this, maybe making some interesting things possible without .rel editing. -Common enemies such as primids, as well as some SSE items, are loaded from Adventure_Common.arc -The logic for enemies ( bosses included ) is located in the division NOT containing brres in its name. It is MiscData[0] there, and looks to be similar to PSA code in hex. - Adventure_Common.arc also contains an ARC division called "Jump" that appears to control room transitions. It has 29 ADSJ (Adventure Stage Jump) files in it. Here's some basic notes on the file format, by Sky Grounder:
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« Last Edit: December 06, 2011, 08:13:37 PM by ForOhFor Error »
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FC: 2191-7379-6272
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« Reply #2 on: November 15, 2011, 05:07:15 PM » |
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Interesting. I wonder, has anyone ever looked at boss files?
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« Reply #3 on: November 15, 2011, 05:49:09 PM » |
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There's one division containing art assets, and another containing a single file... probably the logic, possibly in a PSA-like format (though probably uneditable by PSA itself).
Edit: From what I can tell from the hex code, it appears very similar indeed. However, it is still uneditable by PSA. Although really, it has no reason to be that much different... this needs looking into by someone who knows the layout of PSA files in hex.
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« Last Edit: November 15, 2011, 09:45:33 PM by ForOhFor Error »
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FC: 2191-7379-6272
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« Reply #4 on: November 16, 2011, 11:14:12 AM » |
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I mainly want to know so I can take a look at IDs in ef_taboo.pac.
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« Reply #5 on: November 16, 2011, 01:36:41 PM » |
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\stage\adventure\adventure_common.pac this file contains alot of adventure data. There's an ARC in it named 'jump', which contains MiscDatas with the letters 'ADSJ'. I believe it contains information about where you "jump" to, when the stage's loading from a new stage file (.pac). EDIT: -The first division of all stage files appears to be enemies you have to load all the information of to use. Melee stages also have this, maybe making some interesting things possible without .rel editing.
From what I know, the enemies are loaded through RELs, so if we were to make them work in regular brawl, it would require some heavy REL editing EDIT2: MiscData[4] contains BGMG, which seems to control which song the different stages (to be more exact, files) uses.
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« Last Edit: November 16, 2011, 01:52:30 PM by Sky Grounder »
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3DS FC: 5370-0958-4818 Wii U NNID: Doraleus
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« Reply #6 on: November 16, 2011, 05:37:06 PM » |
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Making them work in regular brawl would be epic, just like the ones in Melee. XD
But I mostly want to find out how SSE effect files are loaded.
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« Reply #7 on: November 17, 2011, 08:41:52 AM » |
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Making them work in regular brawl would be epic, just like the ones in Melee. XD
But I mostly want to find out how SSE effect files are loaded.
The effect files are most likely loaded through enemy PSA/AI, as for the stages.
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3DS FC: 5370-0958-4818 Wii U NNID: Doraleus
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« Reply #8 on: November 17, 2011, 08:57:54 AM » |
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Well, someone needs to make them work in PSA, because I'd like to know what their files' IDs are.
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« Reply #10 on: December 01, 2011, 08:13:43 AM » |
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Ooh, schweet. I look forward to your findings, Tcll!
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« Reply #11 on: December 01, 2011, 09:04:54 AM » |
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This is what I have about the BGMG format: Header: Size - 0x0F 0x00(4): BGMG 0x04(4): Number of strings to entries (0x010F (271)) 0x08(4): Nulls 0x0C(4): Nulls Strings: Size - 0x03 Every string is 4 bytes and leads to the entries. Entries: Size - 0x0F Starts when the string list ends. 0x00(4): Stage ID 0x04(4): Song ID* 0x08(4): Song volume? (always 0x64 (100)) 0x0C(4): Nulls *FFFFFFFF = No song? Song IDs (The ones with the * don't exist):
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3DS FC: 5370-0958-4818 Wii U NNID: Doraleus
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« Reply #12 on: December 01, 2011, 09:38:58 PM » |
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Ooh, schweet. I look forward to your findings, Tcll! well... eh-heh... I hate to be a heartbreaker, but I havn't really been doing too much research into the SSE...
however, I was looking through the stages recently to see if I couldn't find the scripting for them >_> I didn't quite succeed at that, but I did manage to stumble over the BLOC format, which contains alot more unheard of formats >_>
meh... I'm not into scripting yet anyways... need to finish models first...
TBH, I havn't been into the SSE because there wasn't really much going around about it... as well as me and my large list of big things to do...
these being a few of them:
I will get more into the SSE now I've had a few plans for my own adventure mode from my game "Exp:824" (something I'd <3 to see in brawl)
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« Last Edit: December 01, 2011, 09:40:03 PM by Tcll »
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« Reply #13 on: December 05, 2011, 10:26:23 PM » |
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I think I might look into that "jump" ARC. Linking stages in different ways would be useful, especially if we discover what triggers room (file) transitions. After all, the fist step to editing any SSE stage would be defining the layout - collisions, rooms, and such.
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FC: 2191-7379-6272
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« Reply #14 on: December 05, 2011, 11:51:23 PM » |
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I think I might look into that "jump" ARC. Linking stages in different ways would be useful, especially if we discover what triggers room (file) transitions. After all, the fist step to editing any SSE stage would be defining the layout - collisions, rooms, and such.
heh that's exactly the reason I was looking into the stages XDD
the first one I opened was the one with that trap room... go figure XD (open the door and fall into a lava pit)
anyways... that's where I found the BLOC and ADPM files... there's another one that doesn't seem to have a header magic... I'm guessing that's the logic...
I guess what you want would prbly be in the logic, as I didn't see any scripts...
however, the BLOC file contains quite a few magics... here's a part from it: 00000000 | 42 4C 4F 43 00 00 00 08 00 00 00 80 00 00 00 00 - BLOC.......€.... 00000016 | 00 00 00 30 00 00 00 48 00 00 00 6C 00 00 02 48 - ...0...H...l...H 00000032 | 00 00 05 3C 00 00 0B 14 00 00 0B 70 00 00 0B B4 - ...<.......p...´ 00000048 | 47 4D 53 4A 00 00 00 01 00 00 00 0C 09 00 01 01 - GMSJ............ 00000064 | 00 01 00 00 00 C9 01 00 47 45 54 32 00 00 00 01 - .....É..GET2.... 00000080 | 00 00 00 0C 01 01 00 00 45 2B 40 00 C3 7F 00 00 - ........E+@.Ã.. 00000096 | 45 37 20 00 42 92 00 00 00 C9 01 00 47 4D 57 41 - E7 .B’...É..GMWA 00000112 | 00 00 00 03 00 00 00 14 00 00 00 AC 00 00 01 44 - ...........¬...D 00000128 | 44 BA 40 00 C2 F0 00 00 00 00 00 00 42 B4 00 00 - Dº@.Âð......B´.. 00000144 | 00 6C FF 00 3F 80 00 00 00 00 00 00 3F 80 00 00 - .lÿ.?€......?€.. 00000160 | 00 01 FF 00 00 00 00 00 00 00 01 00 00 00 01 00 - ..ÿ............. 00000176 | 00 DC 01 00 00 00 00 00 00 00 00 00 00 00 00 00 - .Ü.............. 00000192 | 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 - ................
lemme know if you find out anything more
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