SSE Investigation Collab...

Started by ForOhFor Error, November 15, 2011, 11:58:58 PM

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I've extracted the files from the jump ARC (the one with the ADSJ files) and added stage names that I think the files refers to.
http://www.mediafire.com/?6fn7uudfvubdteo
Also, the stage IDs aren't exactly like the file names (at least not with every stage), but I still think they are stage IDs.
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Blue: 3 first bytes read as dec, not sure about the 4th. (Stage ID also?)
Green: Each byte read as hex. (Stage ID?)
Red: Entrance/exit properties?


About the BLOC format, it's really simple:

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Bump. Did everyone lose interest? :-\
3DS FC: 5370-0958-4818
Wii U NNID: Doraleus

Nah, I just was busy w/ schoolwork (and still am, for today)

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Quote from: ForOhFor Error on January 01, 2012, 08:44:54 PM
Nah, I just was busy w/ schoolwork (and still am, for today)
In the christmas holidays? D:
3DS FC: 5370-0958-4818
Wii U NNID: Doraleus

That's what you get with a difficult science course. It's just writing equations and gas laws now, though. Tedious, but easy.

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I would like to help sse is my favorite mode in the game
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March 16, 2014, 08:22:14 AM #36 Last Edit: March 17, 2014, 03:23:53 AM by Sammi Husky
I know this thread is long dead by now, but since somebody ELSE bumped it, i might as well share some info.

The miscdata[0] contained in the enemy files are indeed moveset files. While they themselves cannot be edited in PSA, you CAN extract the miscdata[0] and import it into someone else's file. (mario for example) using brawlbox. Then, opening that modified mario in PSAmod will reveal the PSA coding and it does indeed load it fine.

It's absolutely essential to use PSAmod though. OpenSA and tabuu will not work. The files don't seem to have any MAIN coding in the subactions whatsoever, only actions. and ALOT of actions might i add. Many of the commands in the PSA are unknown though, and sifting through and figuring out what they do will likely be a lengthy process. You can occasionally find hitboxes though, as well as a few other notable commands. Though the gfx tab in the subactions seem to hold alot of information. Just no MAIN coding.

Well, that's all i got for now. i don't believe posting here was breaking any rules since it's been bumped, but i apologize if it does. One last thing to note, Tabuu himself has well over 1,200 actions.

=========================================================================

I also have more info on the ADJS files.

Header:
Size - 0x0F

0x00(4): ADSJ
0x04(4): Number of Entries in the offset section
0x08(4): Nulls
0x0C(4): Nulls

Offset section:
The offset section comes right after the header in most files, and contains offsets to each jump data within the file. The "sj_" Jumps are triggered by the StepJump bones that were found prior.

every 4 bytes is an offset within the file that where the jump data begins, i used miscdata[42] as an example here:

00 00 04 1C | 00 00 04 48 | 00 00 04 74 | 00 00 04 A0 |

00 00 04 CC | 00 00 04 F8 | 00 00 05 24 | 00 00 05 50 |

00 00 05 7C | 00 00 05 A8 | 00 00 05 D4 | 00 00 06 00 |

00 00 06 2C | 00 00 06 58 | 00 00 06 84 | 00 00 06 B0 |


These offsets point to the beginning of each jump, in this example, i go to the first offset (41C) and because it is the first offset, it is also the first entry in the jumps data

Beginning of Jump data / unknown
1st 4 bytes are possibly flags for the jump, second is the file ID. #'s are in hex, convert to decimal to find filename. The last byte indicates sub-room
String name of the jump

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These are still just speculation, but it's a good start. i AM 100% sure about the offset section and the offset entries count though.

March 24, 2014, 05:15:22 PM #37 Last Edit: March 24, 2014, 05:21:04 PM by Sky Grounder
Nice. I worked on this a long time ago, until my laptop stopped working, and I lost all my work.
Still, I do have a link to a folder containing all the exported ADSJ files:
http://www.mediafire.com/download/6fn7uudfvubdteo/jump_(ADSJ).zip

These stages don't contain ADSJ files, due to being only one-room stages or coded differently:
Midair stadium (3 stages, but still doesn't use ADSJ)
The Ruined Hall
The Glacial Peak
Battleship Halberd Bridge

ADSJ files connects the different parts of stages. It uses offsets to refer to the stage-ID, and I believe the flags are for which entrance / outrance are used (perhaps Bone-IDs?)

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EDIT: I also have the format for BGMG files, which controls which song is played in which stage (room) in SSE:
http://www.mediafire.com/view/jhelruref80vne9/BGMG_simple.txt

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Wii U NNID: Doraleus

Going to lock this thread, just so anything newly found doesn't go in this dead topic.

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